[1,["609xlc7CpF67qUiVX2DoHQ"],["_effectAsset"],[["cc.Material",["_props","_states","_defines"],0],["cc.EffectAsset",["_name","combinations","shaders","techniques"],-1]],[[0,0,1,2,4],[1,0,1,2,3,5]],[[[[0,[{}],[{"rasterizerState":{},"depthStencilState":{},"blendState":{"targets":[{}]}}],[{"SAMPLE_FROM_RT":true,"USE_TEXTURE":true}]]],0,0,[0],[0],[0]],[[[1,"builtin-sprite",[{}],[{"hash":1770338543,"name":"builtin-sprite|sprite-vs:vert|sprite-fs:frag","blocks":[{"name":"ALPHA_TEST_DATA","stageFlags":16,"binding":0,"members":[{"name":"alphaThreshold","type":13,"count":1}],"defines":["USE_ALPHA_TEST"]}],"samplerTextures":[],"samplers":[],"textures":[],"buffers":[],"images":[],"subpassInputs":[],"attributes":[{"name":"a_position","format":32,"location":0,"defines":[]},{"name":"a_texCoord","format":21,"location":1,"defines":[]},{"name":"a_color","format":44,"location":2,"defines":[]}],"varyings":[{"name":"color","type":16,"count":1,"stageFlags":17,"location":0,"defines":[]},{"name":"uv0","type":14,"count":1,"stageFlags":17,"location":1,"defines":[]}],"fragColors":[{"name":"cc_FragColor","typename":"vec4","type":16,"count":1,"stageFlags":16,"location":0,"defines":[]}],"glsl4":{"vert":"\nprecision highp float;\nlayout(set = 0, binding = 0) uniform CCGlobal {\n  highp   vec4 cc_time;\n  mediump vec4 cc_screenSize;\n  mediump vec4 cc_nativeSize;\n};\nlayout(set = 0, binding = 1) uniform CCCamera {\n  highp   mat4 cc_matView;\n  highp   mat4 cc_matViewInv;\n  highp   mat4 cc_matProj;\n  highp   mat4 cc_matProjInv;\n  highp   mat4 cc_matViewProj;\n  highp   mat4 cc_matViewProjInv;\n  highp   vec4 cc_cameraPos;\n  mediump vec4 cc_screenScale;\n  mediump vec4 cc_exposure;\n  mediump vec4 cc_mainLitDir;\n  mediump vec4 cc_mainLitColor;\n  mediump vec4 cc_ambientSky;\n  mediump vec4 cc_ambientGround;\n  mediump vec4 cc_fogColor;\n  mediump vec4 cc_fogBase;\n  mediump vec4 cc_fogAdd;\n  mediump vec4 cc_nearFar;\n  mediump vec4 cc_viewPort;\n};\n#if USE_LOCAL\n  layout(set = 2, binding = 0) uniform CCLocal {\n    highp mat4 cc_matWorld;\n    highp mat4 cc_matWorldIT;\n    highp vec4 cc_lightingMapUVParam;\n  };\n#endif\n#if SAMPLE_FROM_RT\n#endif\nlayout(location = 0) in vec3 a_position;\nlayout(location = 1) in vec2 a_texCoord;\nlayout(location = 2) in vec4 a_color;\nlayout(location = 0) out vec4 color;\nlayout(location = 1) out vec2 uv0;\nvec4 vert () {\n  vec4 pos = vec4(a_position, 1);\n  #if USE_LOCAL\n    pos = cc_matWorld * pos;\n  #endif\n  #if USE_PIXEL_ALIGNMENT\n    pos = cc_matView * pos;\n    pos.xyz = floor(pos.xyz);\n    pos = cc_matProj * pos;\n  #else\n    pos = cc_matViewProj * pos;\n  #endif\n  uv0 = a_texCoord;\n  #if SAMPLE_FROM_RT\n    uv0 = cc_cameraPos.w > 1.0 ? vec2(uv0.x, 1.0 - uv0.y) : uv0;\n  #endif\n  color = a_color;\n  return pos;\n}\nvoid main() { gl_Position = vert(); }","frag":"\nprecision highp float;\nvec4 CCSampleWithAlphaSeparated(sampler2D tex, vec2 uv) {\n#if CC_USE_EMBEDDED_ALPHA\n  return vec4(texture(tex, uv).rgb, texture(tex, uv + vec2(0.0, 0.5)).r);\n#else\n  return texture(tex, uv);\n#endif\n}\n#if USE_ALPHA_TEST\n  layout(set = 1, binding = 0) uniform ALPHA_TEST_DATA {\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}\nlayout(location = 0) in vec4 color;\n#if USE_TEXTURE\n  layout(location = 1) in vec2 uv0;\n  layout(set = 2, binding = 11) uniform sampler2D cc_spriteTexture;\n#endif\nvec4 frag () {\n  vec4 o = vec4(1, 1, 1, 1);\n  #if USE_TEXTURE\n    o *= CCSampleWithAlphaSeparated(cc_spriteTexture, uv0);\n    #if IS_GRAY\n      float gray  = 0.2126 * o.r + 0.7152 * o.g + 0.0722 * o.b;\n      o.r = o.g = o.b = gray;\n    #endif\n  #endif\n  o *= color;\n  ALPHA_TEST(o);\n  return o;\n}\nlayout(location = 0) out vec4 cc_FragColor;\nvoid main() { cc_FragColor = frag(); }"},"glsl3":{"vert":"\nprecision highp float;\nlayout(std140) uniform CCGlobal {\n  highp   vec4 cc_time;\n  mediump vec4 cc_screenSize;\n  mediump vec4 cc_nativeSize;\n};\nlayout(std140) uniform CCCamera {\n  highp   mat4 cc_matView;\n  highp   mat4 cc_matViewInv;\n  highp   mat4 cc_matProj;\n  highp   mat4 cc_matProjInv;\n  highp   mat4 cc_matViewProj;\n  highp   mat4 cc_matViewProjInv;\n  highp   vec4 cc_cameraPos;\n  mediump vec4 cc_screenScale;\n  mediump vec4 cc_exposure;\n  mediump vec4 cc_mainLitDir;\n  mediump vec4 cc_mainLitColor;\n  mediump vec4 cc_ambientSky;\n  mediump vec4 cc_ambientGround;\n  mediump vec4 cc_fogColor;\n  mediump vec4 cc_fogBase;\n  mediump vec4 cc_fogAdd;\n  mediump vec4 cc_nearFar;\n  mediump vec4 cc_viewPort;\n};\n#if USE_LOCAL\n  layout(std140) uniform CCLocal {\n    highp mat4 cc_matWorld;\n    highp mat4 cc_matWorldIT;\n    highp vec4 cc_lightingMapUVParam;\n  };\n#endif\n#if SAMPLE_FROM_RT\n#endif\nin vec3 a_position;\nin vec2 a_texCoord;\nin vec4 a_color;\nout vec4 color;\nout vec2 uv0;\nvec4 vert () {\n  vec4 pos = vec4(a_position, 1);\n  #if USE_LOCAL\n    pos = cc_matWorld * pos;\n  #endif\n  #if USE_PIXEL_ALIGNMENT\n    pos = cc_matView * pos;\n    pos.xyz = floor(pos.xyz);\n    pos = cc_matProj * pos;\n  #else\n    pos = cc_matViewProj * pos;\n  #endif\n  uv0 = a_texCoord;\n  #if SAMPLE_FROM_RT\n    uv0 = cc_cameraPos.w > 1.0 ? vec2(uv0.x, 1.0 - uv0.y) : uv0;\n  #endif\n  color = a_color;\n  return pos;\n}\nvoid main() { gl_Position = vert(); }","frag":"\nprecision highp float;\nvec4 CCSampleWithAlphaSeparated(sampler2D tex, vec2 uv) {\n#if CC_USE_EMBEDDED_ALPHA\n  return vec4(texture(tex, uv).rgb, texture(tex, uv + vec2(0.0, 0.5)).r);\n#else\n  return texture(tex, uv);\n#endif\n}\n#if USE_ALPHA_TEST\n  layout(std140) uniform ALPHA_TEST_DATA {\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 color;\n#if USE_TEXTURE\n  in vec2 uv0;\n  uniform sampler2D cc_spriteTexture;\n#endif\nvec4 frag () {\n  vec4 o = vec4(1, 1, 1, 1);\n  #if USE_TEXTURE\n    o *= CCSampleWithAlphaSeparated(cc_spriteTexture, uv0);\n    #if IS_GRAY\n      float gray  = 0.2126 * o.r + 0.7152 * o.g + 0.0722 * o.b;\n      o.r = o.g = o.b = gray;\n    #endif\n  #endif\n  o *= color;\n  ALPHA_TEST(o);\n  return o;\n}\nlayout(location = 0) out vec4 cc_FragColor;\nvoid main() { cc_FragColor = frag(); }"},"glsl1":{"vert":"\nprecision highp float;\nuniform highp mat4 cc_matView;\n  uniform highp mat4 cc_matProj;\n  uniform highp mat4 cc_matViewProj;\n  uniform highp vec4 cc_cameraPos;\n#if USE_LOCAL\n  uniform highp mat4 cc_matWorld;\n#endif\n#if SAMPLE_FROM_RT\n#endif\nattribute vec3 a_position;\nattribute vec2 a_texCoord;\nattribute vec4 a_color;\nvarying vec4 color;\nvarying vec2 uv0;\nvec4 vert () {\n  vec4 pos = vec4(a_position, 1);\n  #if USE_LOCAL\n    pos = cc_matWorld * pos;\n  #endif\n  #if USE_PIXEL_ALIGNMENT\n    pos = cc_matView * pos;\n    pos.xyz = floor(pos.xyz);\n    pos = cc_matProj * pos;\n  #else\n    pos = cc_matViewProj * pos;\n  #endif\n  uv0 = a_texCoord;\n  #if SAMPLE_FROM_RT\n    uv0 = cc_cameraPos.w > 1.0 ? vec2(uv0.x, 1.0 - uv0.y) : uv0;\n  #endif\n  color = a_color;\n  return pos;\n}\nvoid main() { gl_Position = vert(); }","frag":"\nprecision highp float;\nvec4 CCSampleWithAlphaSeparated(sampler2D tex, vec2 uv) {\n#if CC_USE_EMBEDDED_ALPHA\n  return vec4(texture2D(tex, uv).rgb, texture2D(tex, uv + vec2(0.0, 0.5)).r);\n#else\n  return texture2D(tex, uv);\n#endif\n}\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 color;\n#if USE_TEXTURE\n  varying vec2 uv0;\n  uniform sampler2D cc_spriteTexture;\n#endif\nvec4 frag () {\n  vec4 o = vec4(1, 1, 1, 1);\n  #if USE_TEXTURE\n    o *= CCSampleWithAlphaSeparated(cc_spriteTexture, uv0);\n    #if IS_GRAY\n      float gray  = 0.2126 * o.r + 0.7152 * o.g + 0.0722 * o.b;\n      o.r = o.g = o.b = gray;\n    #endif\n  #endif\n  o *= color;\n  ALPHA_TEST(o);\n  return o;\n}\nvoid main() { gl_FragColor = frag(); }"},"builtins":{"globals":{"blocks":[{"name":"CCGlobal","defines":[]},{"name":"CCCamera","defines":[]}],"samplerTextures":[],"buffers":[],"images":[]},"locals":{"blocks":[{"name":"CCLocal","defines":["USE_LOCAL"]}],"samplerTextures":[{"name":"cc_spriteTexture","defines":["USE_TEXTURE"]}],"buffers":[],"images":[]},"statistics":{"CC_EFFECT_USED_VERTEX_UNIFORM_VECTORS":48,"CC_EFFECT_USED_FRAGMENT_UNIFORM_VECTORS":1}},"defines":[{"name":"USE_LOCAL","type":"boolean","defines":[]},{"name":"SAMPLE_FROM_RT","type":"boolean","defines":[]},{"name":"USE_PIXEL_ALIGNMENT","type":"boolean","defines":[]},{"name":"CC_USE_EMBEDDED_ALPHA","type":"boolean","defines":[]},{"name":"USE_ALPHA_TEST","type":"boolean","defines":[]},{"name":"USE_TEXTURE","type":"boolean","defines":[]},{"name":"IS_GRAY","type":"boolean","defines":["USE_TEXTURE"]}]}],[{"passes":[{"program":"builtin-sprite|sprite-vs:vert|sprite-fs:frag","blendState":{"targets":[{"blend":true,"blendSrc":2,"blendDst":4,"blendDstAlpha":4}]},"rasterizerState":{"cullMode":0},"depthStencilState":{"depthTest":false,"depthWrite":false},"properties":{"alphaThreshold":{"type":13,"value":[0.5]}}}]}]]],0,0,[],[],[]]]]
