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                "vert": "\nprecision highp float;\nuniform 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};\nuniform CCLocal {\n  mat4 cc_matWorld;\n  mat4 cc_matWorldIT;\n};\nin vec3 a_position;\nin vec4 a_color;\n#if USE_TINT\n  in vec4 a_color0;\n#endif\nin vec2 a_uv0;\nout vec2 v_uv0;\nout vec4 v_light;\n#if USE_TINT\n  out vec4 v_dark;\n#endif\nvoid main () {\n  mat4 mvp;\n  #if CC_USE_MODEL\n    mvp = cc_matViewProj * cc_matWorld;\n  #else\n    mvp = cc_matViewProj;\n  #endif\n  v_uv0 = a_uv0;\n  v_light = a_color;\n  #if USE_TINT\n    v_dark = a_color0;\n  #endif\n  gl_Position = mvp * vec4(a_position, 1);\n}",
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                "vert": "\nprecision highp float;\nuniform 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};\nin vec3 a_position;\nin mediump vec2 a_uv0;\nout mediump vec2 v_uv0;\nin vec4 a_color;\nout vec4 v_color;\nvoid main () {\n  gl_Position = cc_matViewProj * vec4(a_position, 1);\n  v_uv0 = a_uv0;\n  v_color = a_color;\n}",
                "frag": "\nprecision highp float;\nuniform sampler2D texture;\nin mediump vec2 v_uv0;\nin vec4 v_color;\nvoid main () {\n  vec4 color = v_color;\n  vec4 texture_tmp = texture(texture, v_uv0);\n  #if CC_USE_ALPHA_ATLAS_texture\n      texture_tmp.a *= texture(texture, v_uv0 + vec2(0, 0.5)).r;\n  #endif\n  #if INPUT_IS_GAMMA\n    color.rgb *= (texture_tmp.rgb * texture_tmp.rgb);\n    color.a *= texture_tmp.a;\n  #else\n    color *= texture_tmp;\n  #endif\n  float gray = 0.2126*color.r + 0.7152*color.g + 0.0722*color.b;\n  gl_FragColor = vec4(gray, gray, gray, color.a);\n}"
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                "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\nvoid main () {\n  vec4 o = vec4(1, 1, 1, 1);\n  #if USE_TEXTURE\n  vec4 texture_tmp = texture(texture, v_uv0);\n  #if CC_USE_ALPHA_ATLAS_texture\n      texture_tmp.a *= texture(texture, v_uv0 + vec2(0, 0.5)).r;\n  #endif\n  #if INPUT_IS_GAMMA\n    o.rgb *= (texture_tmp.rgb * texture_tmp.rgb);\n    o.a *= texture_tmp.a;\n  #else\n    o *= texture_tmp;\n  #endif\n  #endif\n  o *= v_color;\n  ALPHA_TEST(o);\n  #if USE_BGRA\n    gl_FragColor = o.bgra;\n  #else\n    gl_FragColor = o.rgba;\n  #endif\n}"
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                "vert": "\nprecision mediump float;\nuniform Constants{\n    vec4 mainTiling_Offset;\n    vec4 frameTile_velLenScale;\n    vec4 scale;\n};\nuniform 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};\nuniform CCLocal {\n  mat4 cc_matWorld;\n  mat4 cc_matWorldIT;\n};\nout vec2 uv;\nout vec4 color;\nin vec3 a_position;\nin vec4 a_texCoord;\nin vec3 a_texCoord1;\nin vec3 a_texCoord2;\nin vec4 a_color;\n#if CC_DRAW_WIRE_FRAME\n    out vec3 vBarycentric;\n#endif\nvec4 vs_main() {\n    highp vec4 pos = vec4(a_position, 1);\n    vec4 velocity = vec4(a_texCoord1.xyz, 0);\n#if !CC_USE_WORLD_SPACE\n    pos = cc_matWorld * pos;\n    velocity = cc_matWorld * velocity;\n#endif\n    float vertOffset = (a_texCoord.x - 0.5) * a_texCoord.y;\n    vec3 camUp = normalize(cross(pos.xyz - cc_cameraPos.xyz, velocity.xyz));\n    pos.xyz += camUp * vertOffset;\n    pos = cc_matViewProj * pos;\n    uv = a_texCoord.zw * mainTiling_Offset.xy + mainTiling_Offset.zw;;\n    color = a_color;\n#if CC_DRAW_WIRE_FRAME\n    vBarycentric = a_texCoord2;\n#endif\n    return pos;\n}\nvoid main() { gl_Position = vs_main(); }",
                "frag": "\nprecision mediump float;\nvec4 CCFragOutput (vec4 color) {\n  #if OUTPUT_TO_GAMMA\n    color.rgb = sqrt(color.rgb);\n  #endif\n\treturn color;\n}\nin vec2 uv;\nin vec4 color;\n#if CC_DRAW_WIRE_FRAME\n  in vec3 vBarycentric;\n#endif\nuniform sampler2D mainTexture;\nuniform FragConstants {\n  vec4 tintColor;\n};\nvec4 add () {\n  vec4 col = 2.0 * color * tintColor * texture(mainTexture, uv);\n  #if CC_DRAW_WIRE_FRAME\n      if (any(lessThan(vBarycentric, vec3(0.02)))) {\n          col = vec4(0., 1., 1., 1.);\n      }\n  #endif\n  return CCFragOutput(col);\n}\nout vec4 cc_FragColor;\nvoid main() { cc_FragColor = add(); }"
              },
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                "vert": "\nprecision mediump float;\nuniform vec4 mainTiling_Offset;\nuniform mat4 cc_matViewProj;\nuniform vec4 cc_cameraPos;\nuniform mat4 cc_matWorld;\nvarying vec2 uv;\nvarying vec4 color;\nattribute vec3 a_position;\nattribute vec4 a_texCoord;\nattribute vec3 a_texCoord1;\nattribute vec3 a_texCoord2;\nattribute vec4 a_color;\n#if CC_DRAW_WIRE_FRAME\n    varying vec3 vBarycentric;\n#endif\nvec4 vs_main() {\n    highp vec4 pos = vec4(a_position, 1);\n    vec4 velocity = vec4(a_texCoord1.xyz, 0);\n#if !CC_USE_WORLD_SPACE\n    pos = cc_matWorld * pos;\n    velocity = cc_matWorld * velocity;\n#endif\n    float vertOffset = (a_texCoord.x - 0.5) * a_texCoord.y;\n    vec3 camUp = normalize(cross(pos.xyz - cc_cameraPos.xyz, velocity.xyz));\n    pos.xyz += camUp * vertOffset;\n    pos = cc_matViewProj * pos;\n    uv = a_texCoord.zw * mainTiling_Offset.xy + mainTiling_Offset.zw;;\n    color = a_color;\n#if CC_DRAW_WIRE_FRAME\n    vBarycentric = a_texCoord2;\n#endif\n    return pos;\n}\nvoid main() { gl_Position = vs_main(); }",
                "frag": "\nprecision mediump float;\nvec4 CCFragOutput (vec4 color) {\n  #if OUTPUT_TO_GAMMA\n    color.rgb = sqrt(color.rgb);\n  #endif\n\treturn color;\n}\nvarying vec2 uv;\nvarying vec4 color;\n#if CC_DRAW_WIRE_FRAME\n  varying vec3 vBarycentric;\n#endif\nuniform sampler2D mainTexture;\nuniform vec4 tintColor;\nvec4 add () {\n  vec4 col = 2.0 * color * tintColor * texture2D(mainTexture, uv);\n  #if CC_DRAW_WIRE_FRAME\n      if (any(lessThan(vBarycentric, vec3(0.02)))) {\n          col = vec4(0., 1., 1., 1.);\n      }\n  #endif\n  return CCFragOutput(col);\n}\nvoid main() { gl_FragColor = add(); }"
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                "vert": "\nprecision mediump float;\nuniform Constants{\n    vec4 mainTiling_Offset;\n    vec4 frameTile_velLenScale;\n    vec4 scale;\n};\nuniform 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};\nuniform CCLocal {\n  mat4 cc_matWorld;\n  mat4 cc_matWorldIT;\n};\nout vec2 uv;\nout vec4 color;\nin vec3 a_position;\nin vec4 a_texCoord;\nin vec3 a_texCoord1;\nin vec3 a_texCoord2;\nin vec4 a_color;\n#if CC_DRAW_WIRE_FRAME\n    out vec3 vBarycentric;\n#endif\nvec4 vs_main() {\n    highp vec4 pos = vec4(a_position, 1);\n    vec4 velocity = vec4(a_texCoord1.xyz, 0);\n#if !CC_USE_WORLD_SPACE\n    pos = cc_matWorld * pos;\n    velocity = cc_matWorld * velocity;\n#endif\n    float vertOffset = (a_texCoord.x - 0.5) * a_texCoord.y;\n    vec3 camUp = normalize(cross(pos.xyz - cc_cameraPos.xyz, velocity.xyz));\n    pos.xyz += camUp * vertOffset;\n    pos = cc_matViewProj * pos;\n    uv = a_texCoord.zw * mainTiling_Offset.xy + mainTiling_Offset.zw;;\n    color = a_color;\n#if CC_DRAW_WIRE_FRAME\n    vBarycentric = a_texCoord2;\n#endif\n    return pos;\n}\nvoid main() { gl_Position = vs_main(); }",
                "frag": "\nprecision mediump float;\nvec4 CCFragOutput (vec4 color) {\n  #if OUTPUT_TO_GAMMA\n    color.rgb = sqrt(color.rgb);\n  #endif\n\treturn color;\n}\nin vec2 uv;\nin vec4 color;\n#if CC_DRAW_WIRE_FRAME\n  in vec3 vBarycentric;\n#endif\nuniform sampler2D mainTexture;\nuniform FragConstants {\n  vec4 tintColor;\n};\nvec4 multiply () {\n  vec4 col;\n  vec4 texColor = texture(mainTexture, uv);\n  col.rgb = tintColor.rgb * texColor.rgb * color.rgb * vec3(2.0);\n  col.a = (1.0 - texColor.a) * (tintColor.a * color.a * 2.0);\n  #if CC_DRAW_WIRE_FRAME\n      if (any(lessThan(vBarycentric, vec3(0.02)))) {\n          col = vec4(0., 1., 1., col.a);\n      }\n  #endif\n  return CCFragOutput(col);\n}\nout vec4 cc_FragColor;\nvoid main() { cc_FragColor = multiply(); }"
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                "vert": "\nprecision mediump float;\nuniform vec4 mainTiling_Offset;\nuniform mat4 cc_matViewProj;\nuniform vec4 cc_cameraPos;\nuniform mat4 cc_matWorld;\nvarying vec2 uv;\nvarying vec4 color;\nattribute vec3 a_position;\nattribute vec4 a_texCoord;\nattribute vec3 a_texCoord1;\nattribute vec3 a_texCoord2;\nattribute vec4 a_color;\n#if CC_DRAW_WIRE_FRAME\n    varying vec3 vBarycentric;\n#endif\nvec4 vs_main() {\n    highp vec4 pos = vec4(a_position, 1);\n    vec4 velocity = vec4(a_texCoord1.xyz, 0);\n#if !CC_USE_WORLD_SPACE\n    pos = cc_matWorld * pos;\n    velocity = cc_matWorld * velocity;\n#endif\n    float vertOffset = (a_texCoord.x - 0.5) * a_texCoord.y;\n    vec3 camUp = normalize(cross(pos.xyz - cc_cameraPos.xyz, velocity.xyz));\n    pos.xyz += camUp * vertOffset;\n    pos = cc_matViewProj * pos;\n    uv = a_texCoord.zw * mainTiling_Offset.xy + mainTiling_Offset.zw;;\n    color = a_color;\n#if CC_DRAW_WIRE_FRAME\n    vBarycentric = a_texCoord2;\n#endif\n    return pos;\n}\nvoid main() { gl_Position = vs_main(); }",
                "frag": "\nprecision mediump float;\nvec4 CCFragOutput (vec4 color) {\n  #if OUTPUT_TO_GAMMA\n    color.rgb = sqrt(color.rgb);\n  #endif\n\treturn color;\n}\nvarying vec2 uv;\nvarying vec4 color;\n#if CC_DRAW_WIRE_FRAME\n  varying vec3 vBarycentric;\n#endif\nuniform sampler2D mainTexture;\nuniform vec4 tintColor;\nvec4 multiply () {\n  vec4 col;\n  vec4 texColor = texture2D(mainTexture, uv);\n  col.rgb = tintColor.rgb * texColor.rgb * color.rgb * vec3(2.0);\n  col.a = (1.0 - texColor.a) * (tintColor.a * color.a * 2.0);\n  #if CC_DRAW_WIRE_FRAME\n      if (any(lessThan(vBarycentric, vec3(0.02)))) {\n          col = vec4(0., 1., 1., col.a);\n      }\n  #endif\n  return CCFragOutput(col);\n}\nvoid main() { gl_FragColor = multiply(); }"
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                "vert": "\nprecision mediump float;\nuniform Constants{\n    vec4 mainTiling_Offset;\n    vec4 frameTile_velLenScale;\n    vec4 scale;\n};\nuniform 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};\nuniform CCLocal {\n  mat4 cc_matWorld;\n  mat4 cc_matWorldIT;\n};\nout vec2 uv;\nout vec4 color;\nin vec3 a_position;\nin vec4 a_texCoord;\nin vec3 a_texCoord1;\nin vec3 a_texCoord2;\nin vec4 a_color;\n#if CC_DRAW_WIRE_FRAME\n    out vec3 vBarycentric;\n#endif\nvec4 vs_main() {\n    highp vec4 pos = vec4(a_position, 1);\n    vec4 velocity = vec4(a_texCoord1.xyz, 0);\n#if !CC_USE_WORLD_SPACE\n    pos = cc_matWorld * pos;\n    velocity = cc_matWorld * velocity;\n#endif\n    float vertOffset = (a_texCoord.x - 0.5) * a_texCoord.y;\n    vec3 camUp = normalize(cross(pos.xyz - cc_cameraPos.xyz, velocity.xyz));\n    pos.xyz += camUp * vertOffset;\n    pos = cc_matViewProj * pos;\n    uv = a_texCoord.zw * mainTiling_Offset.xy + mainTiling_Offset.zw;;\n    color = a_color;\n#if CC_DRAW_WIRE_FRAME\n    vBarycentric = a_texCoord2;\n#endif\n    return pos;\n}\nvoid main() { gl_Position = vs_main(); }",
                "frag": "\nprecision mediump float;\nvec4 CCFragOutput (vec4 color) {\n  #if OUTPUT_TO_GAMMA\n    color.rgb = sqrt(color.rgb);\n  #endif\n\treturn color;\n}\nin vec2 uv;\nin vec4 color;\nuniform sampler2D mainTexture;\nvec4 addSmooth () {\n  vec4 col = color * texture(mainTexture, uv);\n  col.rgb *= col.a;\n  return CCFragOutput(col);\n}\nout vec4 cc_FragColor;\nvoid main() { cc_FragColor = addSmooth(); }"
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                "frag": "\nprecision mediump float;\nvec4 CCFragOutput (vec4 color) {\n  #if OUTPUT_TO_GAMMA\n    color.rgb = sqrt(color.rgb);\n  #endif\n\treturn color;\n}\nvarying vec2 uv;\nvarying vec4 color;\nuniform sampler2D mainTexture;\nvec4 addSmooth () {\n  vec4 col = color * texture2D(mainTexture, uv);\n  col.rgb *= col.a;\n  return CCFragOutput(col);\n}\nvoid main() { gl_FragColor = addSmooth(); }"
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                "vert": "\nprecision mediump float;\nuniform Constants{\n    vec4 mainTiling_Offset;\n    vec4 frameTile_velLenScale;\n    vec4 scale;\n};\nuniform 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};\nuniform CCLocal {\n  mat4 cc_matWorld;\n  mat4 cc_matWorldIT;\n};\nout vec2 uv;\nout vec4 color;\nin vec3 a_position;\nin vec4 a_texCoord;\nin vec3 a_texCoord1;\nin vec3 a_texCoord2;\nin vec4 a_color;\n#if CC_DRAW_WIRE_FRAME\n    out vec3 vBarycentric;\n#endif\nvec4 vs_main() {\n    highp vec4 pos = vec4(a_position, 1);\n    vec4 velocity = vec4(a_texCoord1.xyz, 0);\n#if !CC_USE_WORLD_SPACE\n    pos = cc_matWorld * pos;\n    velocity = cc_matWorld * velocity;\n#endif\n    float vertOffset = (a_texCoord.x - 0.5) * a_texCoord.y;\n    vec3 camUp = normalize(cross(pos.xyz - cc_cameraPos.xyz, velocity.xyz));\n    pos.xyz += camUp * vertOffset;\n    pos = cc_matViewProj * pos;\n    uv = a_texCoord.zw * mainTiling_Offset.xy + mainTiling_Offset.zw;;\n    color = a_color;\n#if CC_DRAW_WIRE_FRAME\n    vBarycentric = a_texCoord2;\n#endif\n    return pos;\n}\nvoid main() { gl_Position = vs_main(); }",
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                "vert": "\nprecision highp float;\nuniform CCLocal {\n  mat4 cc_matWorld;\n  mat4 cc_matWorldIT;\n};\nuniform 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};\n#if CC_USE_SKINNING\n  in vec4 a_weights;\n  in vec4 a_joints;\n  #if CC_USE_JOINTS_TEXTRUE\n    uniform SKINNING {\n      vec2 jointsTextureSize;\n    };\n    uniform sampler2D jointsTexture;\n    #if CC_JOINTS_TEXTURE_FLOAT32\n      mat4 getBoneMatrix(const in float i) {\n        float width = jointsTextureSize.x;\n        float height = jointsTextureSize.y;\n        float j = i * 4.0;\n        float x = mod(j, width);\n        float y = floor(j / width);\n        float dx = 1.0 / width;\n        float dy = 1.0 / height;\n        y = dy * (y + 0.5);\n        vec4 v1 = texture(jointsTexture, vec2(dx * (x + 0.5), y));\n        vec4 v2 = texture(jointsTexture, vec2(dx * (x + 1.5), y));\n        vec4 v3 = texture(jointsTexture, vec2(dx * (x + 2.5), y));\n        vec4 v4 = texture(jointsTexture, vec2(dx * (x + 3.5), y));\n        return mat4(v1, v2, v3, v4);\n      }\n    #else\n      float decode32(vec4 rgba) {\n        float Sign = 1.0 - step(128.0, rgba[0]) * 2.0;\n        float Exponent = 2.0 * mod(rgba[0], 128.0) + step(128.0, rgba[1]) - 127.0;\n        float Mantissa = mod(rgba[1], 128.0) * 65536.0 + rgba[2] * 256.0 + rgba[3] + 8388608.0;\n        return Sign * exp2(Exponent - 23.0) * Mantissa;\n      }\n      vec4 decodevec4 (vec4 x, vec4 y, vec4 z, vec4 w) {\n        return vec4(\n          decode32(x.wzyx * 255.0),\n          decode32(y.wzyx * 255.0),\n          decode32(z.wzyx * 255.0),\n          decode32(w.wzyx * 255.0)\n        );\n      }\n      vec4 decodevec4 (float dx, float x, float y) {\n        return decodevec4(\n          texture(jointsTexture, vec2(dx * (x + 0.5), y)),\n          texture(jointsTexture, vec2(dx * (x + 1.5), y)),\n          texture(jointsTexture, vec2(dx * (x + 2.5), y)),\n          texture(jointsTexture, vec2(dx * (x + 3.5), y))\n        );\n      }\n      mat4 getBoneMatrix(const in float i) {\n        float width = jointsTextureSize.x;\n        float height = jointsTextureSize.y;\n        float j = i * 16.0;\n        float x = mod(j, width);\n        float y = floor(j / width);\n        float dx = 1.0 / width;\n        float dy = 1.0 / height;\n        y = dy * (y + 0.5);\n        vec4 v1 = decodevec4(dx, x,       y);\n        vec4 v2 = decodevec4(dx, x+4.0,   y);\n        vec4 v3 = decodevec4(dx, x+8.0,   y);\n        vec4 v4 = decodevec4(dx, x+12.0,  y);\n        return mat4(v1, v2, v3, v4);\n      }\n    #endif\n  #else\n    uniform JOINT_MATRIX {\n      mat4 jointMatrices[50];\n    };\n    mat4 getBoneMatrix(const in float i) {\n      return jointMatrices[int(i)];\n    }\n  #endif\n    mat4 skinMatrix() {\n      return\n        getBoneMatrix(a_joints.x) * a_weights.x +\n        getBoneMatrix(a_joints.y) * a_weights.y +\n        getBoneMatrix(a_joints.z) * a_weights.z +\n        getBoneMatrix(a_joints.w) * a_weights.w\n        ;\n    }\n#endif\nstruct StandardVertInput {\n  vec2 uv;\n  vec4 position;\n  vec3 normal;\n  vec4 tangent;\n  vec4 color;\n};\nin vec3 a_position;\n#if CC_USE_ATTRIBUTE_UV0\nin vec2 a_uv0;\n#endif\n#if CC_USE_ATTRIBUTE_COLOR\nin vec4 a_color;\n#endif\n#if CC_USE_ATTRIBUTE_NORMAL\nin vec3 a_normal;\n#endif\n#if CC_USE_ATTRIBUTE_TANGENT\nin vec4 a_tangent;\n#endif\nvoid CCAttribute (out StandardVertInput In) {\n  In.position = vec4(a_position, 1.0);\n  #if CC_USE_ATTRIBUTE_UV0\n    In.uv = a_uv0;\n  #else\n    In.uv = vec2(0.0);\n  #endif\n  #if CC_USE_ATTRIBUTE_COLOR\n    In.color = a_color;\n  #else\n    In.color = vec4(1.0);\n  #endif\n  #if CC_USE_ATTRIBUTE_NORMAL\n    In.normal = a_normal;\n  #else\n    In.normal = vec3(0.0, 1.0, 0.0);\n  #endif\n  #if CC_USE_ATTRIBUTE_TANGENT\n    In.tangent = a_tangent;\n  #else\n    In.tangent = vec4(1.0, 0.0, 0.0, 0.0);\n  #endif\n}\nvoid CCVertInput(out StandardVertInput In) {\n  CCAttribute(In);\n  #if CC_USE_SKINNING\n    mat4 m = skinMatrix();\n    In.position = m * In.position;\n    #if CC_USE_ATTRIBUTE_NORMAL\n      In.normal = (m * vec4(In.normal, 0)).xyz;\n    #endif\n    #if CC_USE_ATTRIBUTE_TANGENT\n      In.tangent = m * In.tangent;\n    #endif\n  #endif\n}\nuniform MAIN_TILING {\n  vec2 mainTiling;\n  vec2 mainOffset;\n};\n#if CC_USE_ATTRIBUTE_UV0 && USE_DIFFUSE_TEXTURE\n  out mediump vec2 v_uv0;\n#endif\n#if CC_USE_ATTRIBUTE_COLOR\n  out lowp vec4 v_color;\n#endif\nvoid main () {\n  StandardVertInput In;\n  CCVertInput(In);\n  #if CC_USE_ATTRIBUTE_COLOR\n    v_color = In.color;\n  #endif\n  #if CC_USE_ATTRIBUTE_UV0 && USE_DIFFUSE_TEXTURE\n    v_uv0 = In.uv * mainTiling + mainOffset;\n  #endif\n  gl_Position = cc_matViewProj * cc_matWorld * In.position;\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}\nvec4 CCFragOutput (vec4 color) {\n  #if OUTPUT_TO_GAMMA\n    color.rgb = sqrt(color.rgb);\n  #endif\n\treturn color;\n}\nuniform UNLIT {\n  lowp vec4 diffuseColor;\n};\n#if USE_DIFFUSE_TEXTURE\n  uniform sampler2D diffuseTexture;\n#endif\n#if CC_USE_ATTRIBUTE_COLOR\n  in lowp vec4 v_color;\n#endif\n#if CC_USE_ATTRIBUTE_UV0 && USE_DIFFUSE_TEXTURE\n  in mediump vec2 v_uv0;\n#endif\nvoid main () {\n  vec4 color = diffuseColor;\n  #if CC_USE_ATTRIBUTE_UV0 && USE_DIFFUSE_TEXTURE\n  vec4 diffuseTexture_tmp = texture(diffuseTexture, v_uv0);\n  #if CC_USE_ALPHA_ATLAS_diffuseTexture\n      diffuseTexture_tmp.a *= texture(diffuseTexture, v_uv0 + vec2(0, 0.5)).r;\n  #endif\n  #if INPUT_IS_GAMMA\n    color.rgb *= (diffuseTexture_tmp.rgb * diffuseTexture_tmp.rgb);\n    color.a *= diffuseTexture_tmp.a;\n  #else\n    color *= diffuseTexture_tmp;\n  #endif\n  #endif\n  #if CC_USE_ATTRIBUTE_COLOR\n    color *= v_color;\n  #endif\n  ALPHA_TEST(color);\n  gl_FragColor = CCFragOutput(color);\n}"
              },
              "glsl1": {
                "vert": "\nprecision highp float;\nuniform mat4 cc_matWorld;\nuniform mat4 cc_matViewProj;\n#if CC_USE_SKINNING\n  attribute vec4 a_weights;\n  attribute vec4 a_joints;\n  #if CC_USE_JOINTS_TEXTRUE\n    uniform vec2 jointsTextureSize;\n    uniform sampler2D jointsTexture;\n    #if CC_JOINTS_TEXTURE_FLOAT32\n      mat4 getBoneMatrix(const in float i) {\n        float width = jointsTextureSize.x;\n        float height = jointsTextureSize.y;\n        float j = i * 4.0;\n        float x = mod(j, width);\n        float y = floor(j / width);\n        float dx = 1.0 / width;\n        float dy = 1.0 / height;\n        y = dy * (y + 0.5);\n        vec4 v1 = texture2D(jointsTexture, vec2(dx * (x + 0.5), y));\n        vec4 v2 = texture2D(jointsTexture, vec2(dx * (x + 1.5), y));\n        vec4 v3 = texture2D(jointsTexture, vec2(dx * (x + 2.5), y));\n        vec4 v4 = texture2D(jointsTexture, vec2(dx * (x + 3.5), y));\n        return mat4(v1, v2, v3, v4);\n      }\n    #else\n      float decode32(vec4 rgba) {\n        float Sign = 1.0 - step(128.0, rgba[0]) * 2.0;\n        float Exponent = 2.0 * mod(rgba[0], 128.0) + step(128.0, rgba[1]) - 127.0;\n        float Mantissa = mod(rgba[1], 128.0) * 65536.0 + rgba[2] * 256.0 + rgba[3] + 8388608.0;\n        return Sign * exp2(Exponent - 23.0) * Mantissa;\n      }\n      vec4 decodevec4 (vec4 x, vec4 y, vec4 z, vec4 w) {\n        return vec4(\n          decode32(x.wzyx * 255.0),\n          decode32(y.wzyx * 255.0),\n          decode32(z.wzyx * 255.0),\n          decode32(w.wzyx * 255.0)\n        );\n      }\n      vec4 decodevec4 (float dx, float x, float y) {\n        return decodevec4(\n          texture2D(jointsTexture, vec2(dx * (x + 0.5), y)),\n          texture2D(jointsTexture, vec2(dx * (x + 1.5), y)),\n          texture2D(jointsTexture, vec2(dx * (x + 2.5), y)),\n          texture2D(jointsTexture, vec2(dx * (x + 3.5), y))\n        );\n      }\n      mat4 getBoneMatrix(const in float i) {\n        float width = jointsTextureSize.x;\n        float height = jointsTextureSize.y;\n        float j = i * 16.0;\n        float x = mod(j, width);\n        float y = floor(j / width);\n        float dx = 1.0 / width;\n        float dy = 1.0 / height;\n        y = dy * (y + 0.5);\n        vec4 v1 = decodevec4(dx, x,       y);\n        vec4 v2 = decodevec4(dx, x+4.0,   y);\n        vec4 v3 = decodevec4(dx, x+8.0,   y);\n        vec4 v4 = decodevec4(dx, x+12.0,  y);\n        return mat4(v1, v2, v3, v4);\n      }\n    #endif\n  #else\n    uniform mat4 jointMatrices[50];\n    mat4 getBoneMatrix(const in float i) {\n      return jointMatrices[int(i)];\n    }\n  #endif\n    mat4 skinMatrix() {\n      return\n        getBoneMatrix(a_joints.x) * a_weights.x +\n        getBoneMatrix(a_joints.y) * a_weights.y +\n        getBoneMatrix(a_joints.z) * a_weights.z +\n        getBoneMatrix(a_joints.w) * a_weights.w\n        ;\n    }\n#endif\nstruct StandardVertInput {\n  vec2 uv;\n  vec4 position;\n  vec3 normal;\n  vec4 tangent;\n  vec4 color;\n};\nattribute vec3 a_position;\n#if CC_USE_ATTRIBUTE_UV0\nattribute vec2 a_uv0;\n#endif\n#if CC_USE_ATTRIBUTE_COLOR\nattribute vec4 a_color;\n#endif\n#if CC_USE_ATTRIBUTE_NORMAL\nattribute vec3 a_normal;\n#endif\n#if CC_USE_ATTRIBUTE_TANGENT\nattribute vec4 a_tangent;\n#endif\nvoid CCAttribute (out StandardVertInput In) {\n  In.position = vec4(a_position, 1.0);\n  #if CC_USE_ATTRIBUTE_UV0\n    In.uv = a_uv0;\n  #else\n    In.uv = vec2(0.0);\n  #endif\n  #if CC_USE_ATTRIBUTE_COLOR\n    In.color = a_color;\n  #else\n    In.color = vec4(1.0);\n  #endif\n  #if CC_USE_ATTRIBUTE_NORMAL\n    In.normal = a_normal;\n  #else\n    In.normal = vec3(0.0, 1.0, 0.0);\n  #endif\n  #if CC_USE_ATTRIBUTE_TANGENT\n    In.tangent = a_tangent;\n  #else\n    In.tangent = vec4(1.0, 0.0, 0.0, 0.0);\n  #endif\n}\nvoid CCVertInput(out StandardVertInput In) {\n  CCAttribute(In);\n  #if CC_USE_SKINNING\n    mat4 m = skinMatrix();\n    In.position = m * In.position;\n    #if CC_USE_ATTRIBUTE_NORMAL\n      In.normal = (m * vec4(In.normal, 0)).xyz;\n    #endif\n    #if CC_USE_ATTRIBUTE_TANGENT\n      In.tangent = m * In.tangent;\n    #endif\n  #endif\n}\nuniform vec2 mainTiling;\nuniform vec2 mainOffset;\n#if CC_USE_ATTRIBUTE_UV0 && USE_DIFFUSE_TEXTURE\n  varying mediump vec2 v_uv0;\n#endif\n#if CC_USE_ATTRIBUTE_COLOR\n  varying lowp vec4 v_color;\n#endif\nvoid main () {\n  StandardVertInput In;\n  CCVertInput(In);\n  #if CC_USE_ATTRIBUTE_COLOR\n    v_color = In.color;\n  #endif\n  #if CC_USE_ATTRIBUTE_UV0 && USE_DIFFUSE_TEXTURE\n    v_uv0 = In.uv * mainTiling + mainOffset;\n  #endif\n  gl_Position = cc_matViewProj * cc_matWorld * In.position;\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}\nvec4 CCFragOutput (vec4 color) {\n  #if OUTPUT_TO_GAMMA\n    color.rgb = sqrt(color.rgb);\n  #endif\n\treturn color;\n}\nuniform lowp vec4 diffuseColor;\n#if USE_DIFFUSE_TEXTURE\n  uniform sampler2D diffuseTexture;\n#endif\n#if CC_USE_ATTRIBUTE_COLOR\n  varying lowp vec4 v_color;\n#endif\n#if CC_USE_ATTRIBUTE_UV0 && USE_DIFFUSE_TEXTURE\n  varying mediump vec2 v_uv0;\n#endif\nvoid main () {\n  vec4 color = diffuseColor;\n  #if CC_USE_ATTRIBUTE_UV0 && USE_DIFFUSE_TEXTURE\n  vec4 diffuseTexture_tmp = texture2D(diffuseTexture, v_uv0);\n  #if CC_USE_ALPHA_ATLAS_diffuseTexture\n      diffuseTexture_tmp.a *= texture2D(diffuseTexture, v_uv0 + vec2(0, 0.5)).r;\n  #endif\n  #if INPUT_IS_GAMMA\n    color.rgb *= (diffuseTexture_tmp.rgb * diffuseTexture_tmp.rgb);\n    color.a *= diffuseTexture_tmp.a;\n  #else\n    color *= diffuseTexture_tmp;\n  #endif\n  #endif\n  #if CC_USE_ATTRIBUTE_COLOR\n    color *= v_color;\n  #endif\n  ALPHA_TEST(color);\n  gl_FragColor = CCFragOutput(color);\n}"
              },
              "builtins": {
                "globals": {
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                      "name": "CCGlobal",
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