{
  "ver": "1.0.25",
  "uuid": "4c8ce5d8-97ee-4496-a9ed-c42db821ec0d",
  "compiledShaders": [
    {
      "glsl1": {
        "vert": "\nprecision highp float;\nuniform mat4 cc_matViewProj;\nuniform mat4 cc_matWorld;\nattribute vec3 a_position;\nattribute vec4 a_color;\nvarying vec4 v_light;\n#if USE_TINT\n  attribute vec4 a_color0;\n  varying vec4 v_dark;\n#endif\n#if USE_TEXTURE\n  attribute vec2 a_uv0;\n  varying vec2 v_uv0;\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  #if USE_TEXTURE\n    v_uv0 = a_uv0;\n  #endif\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}",
        "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_light;\n#if USE_TINT\n  varying vec4 v_dark;\n#endif\n#if USE_TEXTURE\n  varying vec2 v_uv0;\n  uniform sampler2D texture;\n#endif\nuniform vec4 u_color;\nuniform float u_rate;\nvoid main () {\n  vec4 texColor = vec4(1.0);\n  #if USE_TEXTURE\n  vec4 texture_tmp = texture2D(texture, v_uv0);\n  #if CC_USE_ALPHA_ATLAS_texture\n      texture_tmp.a *= texture2D(texture, v_uv0 + vec2(0, 0.5)).r;\n  #endif\n  #if INPUT_IS_GAMMA\n    texColor.rgb *= (texture_tmp.rgb * texture_tmp.rgb);\n    texColor.a *= texture_tmp.a;\n  #else\n    texColor *= texture_tmp;\n  #endif\n  #endif\n  vec4 finalColor;\n  #if USE_TINT\n    finalColor.a = v_light.a * texColor.a;\n    finalColor.rgb = ((texColor.a - 1.0) * v_dark.a + 1.0 - texColor.rgb) * v_dark.rgb + texColor.rgb * v_light.rgb;\n  #else\n    finalColor = texColor * v_light;\n  #endif\n  ALPHA_TEST(finalColor);\n  vec3 result = mix(u_color.rgb, finalColor.rgb, u_rate);\n  gl_FragColor = vec4(result.rgb, finalColor.a);\n}"
      },
      "glsl3": {
        "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;\nout vec4 v_light;\n#if USE_TINT\n  in vec4 a_color0;\n  out vec4 v_dark;\n#endif\n#if USE_TEXTURE\n  in vec2 a_uv0;\n  out vec2 v_uv0;\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  #if USE_TEXTURE\n    v_uv0 = a_uv0;\n  #endif\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}",
        "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_light;\n#if USE_TINT\n  in vec4 v_dark;\n#endif\n#if USE_TEXTURE\n  in vec2 v_uv0;\n  uniform sampler2D texture;\n#endif\nuniform ARGS {\n  vec4 u_color;\n  float u_rate;\n};\nvoid main () {\n  vec4 texColor = vec4(1.0);\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    texColor.rgb *= (texture_tmp.rgb * texture_tmp.rgb);\n    texColor.a *= texture_tmp.a;\n  #else\n    texColor *= texture_tmp;\n  #endif\n  #endif\n  vec4 finalColor;\n  #if USE_TINT\n    finalColor.a = v_light.a * texColor.a;\n    finalColor.rgb = ((texColor.a - 1.0) * v_dark.a + 1.0 - texColor.rgb) * v_dark.rgb + texColor.rgb * v_light.rgb;\n  #else\n    finalColor = texColor * v_light;\n  #endif\n  ALPHA_TEST(finalColor);\n  vec3 result = mix(u_color.rgb, finalColor.rgb, u_rate);\n  gl_FragColor = vec4(result.rgb, finalColor.a);\n}"
      }
    }
  ],
  "subMetas": {}
}