[1,0,0,[["cc.EffectAsset",["_name","shaders","techniques"],0]],[[0,0,1,2,4]],[[0,"builtin-particle",[{"hash":2554907268,"name":"builtin-particle|particle-vs-legacy:lpvs_main|tinted-fs:add","blocks":[{"name":"Constants","stageFlags":1,"binding":0,"members":[{"name":"mainTiling_Offset","type":16,"count":1},{"name":"frameTile_velLenScale","type":16,"count":1},{"name":"scale","type":16,"count":1},{"name":"nodeRotation","type":16,"count":1}],"defines":[]},{"name":"FragConstants","stageFlags":16,"binding":1,"members":[{"name":"tintColor","type":16,"count":1}],"defines":[]}],"samplerTextures":[{"name":"mainTexture","type":28,"count":1,"stageFlags":16,"binding":2,"defines":[]}],"samplers":[],"textures":[],"buffers":[],"images":[],"subpassInputs":[],"attributes":[{"name":"a_position","format":32,"location":0,"defines":[]},{"name":"a_texCoord","format":32,"location":1,"defines":[]},{"name":"a_texCoord1","format":32,"location":2,"defines":[]},{"name":"a_texCoord2","format":32,"location":3,"defines":[]},{"name":"a_color","format":44,"location":4,"defines":[]},{"name":"a_color1","format":32,"location":8,"defines":["CC_RENDER_MODE"]},{"name":"a_texCoord3","format":32,"location":6,"defines":["CC_RENDER_MODE"]},{"name":"a_normal","format":32,"location":7,"defines":["CC_RENDER_MODE"]}],"varyings":[{"name":"uv","type":14,"count":1,"stageFlags":17,"location":0,"defines":[]},{"name":"color","type":16,"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;\nvec4 quaternionFromAxis (vec3 xAxis,vec3 yAxis,vec3 zAxis){\n  mat3 m = mat3(xAxis,yAxis,zAxis);\n  float trace = m[0][0] + m[1][1] + m[2][2];\n  vec4 quat;\n  if (trace > 0.) {\n    float s = 0.5 / sqrt(trace + 1.0);\n    quat.w = 0.25 / s;\n    quat.x = (m[2][1] - m[1][2]) * s;\n    quat.y = (m[0][2] - m[2][0]) * s;\n    quat.z = (m[1][0] - m[0][1]) * s;\n  } else if ((m[0][0] > m[1][1]) && (m[0][0] > m[2][2])) {\n    float s = 2.0 * sqrt(1.0 + m[0][0] - m[1][1] - m[2][2]);\n    quat.w = (m[2][1] - m[1][2]) / s;\n    quat.x = 0.25 * s;\n    quat.y = (m[0][1] + m[1][0]) / s;\n    quat.z = (m[0][2] + m[2][0]) / s;\n  } else if (m[1][1] > m[2][2]) {\n    float s = 2.0 * sqrt(1.0 + m[1][1] - m[0][0] - m[2][2]);\n    quat.w = (m[0][2] - m[2][0]) / s;\n    quat.x = (m[0][1] + m[1][0]) / s;\n    quat.y = 0.25 * s;\n    quat.z = (m[1][2] + m[2][1]) / s;\n  } else {\n    float s = 2.0 * sqrt(1.0 + m[2][2] - m[0][0] - m[1][1]);\n    quat.w = (m[1][0] - m[0][1]) / s;\n    quat.x = (m[0][2] + m[2][0]) / s;\n    quat.y = (m[1][2] + m[2][1]) / s;\n    quat.z = 0.25 * s;\n  }\n  float len = quat.x * quat.x + quat.y * quat.y + quat.z * quat.z + quat.w * quat.w;\n  if (len > 0.) {\n    len = 1. / sqrt(len);\n    quat.x = quat.x * len;\n    quat.y = quat.y * len;\n    quat.z = quat.z * len;\n    quat.w = quat.w * len;\n  }\n  return quat;\n}\nvec4 quaternionFromEuler (vec3 angle){\n  float x = angle.x / 2.;\n  float y = angle.y / 2.;\n  float z = angle.z / 2.;\n  float sx = sin(x);\n  float cx = cos(x);\n  float sy = sin(y);\n  float cy = cos(y);\n  float sz = sin(z);\n  float cz = cos(z);\n  vec4 quat = vec4(0);\n  quat.x = sx * cy * cz + cx * sy * sz;\n  quat.y = cx * sy * cz + sx * cy * sz;\n  quat.z = cx * cy * sz - sx * sy * cz;\n  quat.w = cx * cy * cz - sx * sy * sz;\n  return quat;\n}\nmat4 matrixFromRT (vec4 q, vec3 p){\n  float x2 = q.x + q.x;\n  float y2 = q.y + q.y;\n  float z2 = q.z + q.z;\n  float xx = q.x * x2;\n  float xy = q.x * y2;\n  float xz = q.x * z2;\n  float yy = q.y * y2;\n  float yz = q.y * z2;\n  float zz = q.z * z2;\n  float wx = q.w * x2;\n  float wy = q.w * y2;\n  float wz = q.w * z2;\n  return mat4(\n    1. - (yy + zz), xy + wz, xz - wy, 0,\n    xy - wz, 1. - (xx + zz), yz + wx, 0,\n    xz + wy, yz - wx, 1. - (xx + yy), 0,\n    p.x, p.y, p.z, 1\n  );\n}\nmat4 matFromRTS (vec4 q, vec3 t, vec3 s){\n  float x = q.x, y = q.y, z = q.z, w = q.w;\n  float x2 = x + x;\n  float y2 = y + y;\n  float z2 = z + z;\n  float xx = x * x2;\n  float xy = x * y2;\n  float xz = x * z2;\n  float yy = y * y2;\n  float yz = y * z2;\n  float zz = z * z2;\n  float wx = w * x2;\n  float wy = w * y2;\n  float wz = w * z2;\n  float sx = s.x;\n  float sy = s.y;\n  float sz = s.z;\n  return mat4((1. - (yy + zz)) * sx, (xy + wz) * sx, (xz - wy) * sx, 0,\n    (xy - wz) * sy, (1. - (xx + zz)) * sy, (yz + wx) * sy, 0,\n    (xz + wy) * sz, (yz - wx) * sz, (1. - (xx + yy)) * sz, 0,\n    t.x, t.y, t.z, 1);\n}\nvec4 quatMultiply (vec4 a, vec4 b){\n  vec4 quat;\n  quat.x = a.x * b.w + a.w * b.x + a.y * b.z - a.z * b.y;\n  quat.y = a.y * b.w + a.w * b.y + a.z * b.x - a.x * b.z;\n  quat.z = a.z * b.w + a.w * b.z + a.x * b.y - a.y * b.x;\n  quat.w = a.w * b.w - a.x * b.x - a.y * b.y - a.z * b.z;\n  return quat;\n}\nvoid rotateVecFromQuat (inout vec3 v, vec4 q){\n  float ix = q.w * v.x + q.y * v.z - q.z * v.y;\n  float iy = q.w * v.y + q.z * v.x - q.x * v.z;\n  float iz = q.w * v.z + q.x * v.y - q.y * v.x;\n  float iw = -q.x * v.x - q.y * v.y - q.z * v.z;\n  v.x = ix * q.w + iw * -q.x + iy * -q.z - iz * -q.y;\n  v.y = iy * q.w + iw * -q.y + iz * -q.x - ix * -q.z;\n  v.z = iz * q.w + iw * -q.z + ix * -q.y - iy * -q.x;\n}\nvec3 rotateInLocalSpace (vec3 pos, vec3 xAxis, vec3 yAxis, vec3 zAxis, vec4 q){\n  vec4 viewQuat = quaternionFromAxis(xAxis, yAxis, zAxis);\n  vec4 rotQuat = quatMultiply(viewQuat, q);\n  rotateVecFromQuat(pos, rotQuat);\n  return pos;\n}\nmat3 quatToMat3(vec4 q) {\n  vec3 m0 = vec3(\n    1.0 - 2.0 * q.y * q.y - 2.0 * q.z * q.z,\n    2.0 * q.x * q.y + 2.0 * q.w * q.z,\n    2.0 * q.x * q.z - 2.0 * q.w * q.y);\n\tvec3 m1 = vec3(\n    2.0 * q.x * q.y - 2.0 * q.w * q.z,\n    1.0 - 2.0 * q.x * q.x - 2.0 * q.z * q.z,\n    2.0 * q.y * q.z + 2.0 * q.w * q.x);\n\tvec3 m2 = vec3(\n    2.0 * q.x * q.z + 2.0 * q.w * q.y,\n    2.0 * q.y * q.z - 2.0 * q.w * q.x,\n    1.0 - 2.0 * q.x * q.x - 2.0 * q.y * q.y);\n  return mat3(m0, m1, m2);\n}\nvec4 mat3ToQuat(mat3 mat) {\n  float tr = mat[0][0] + mat[1][1] + mat[2][2];\n\tfloat qw, qx, qy, qz;\n  if (tr > 0.0) {\n    float S = sqrt(tr + 1.0) * 2.0;\n\t  float invS = 1.0 / S;\n\t  qw = 0.25 * S;\n\t  qx = (mat[1][2] - mat[2][1]) * invS;\n\t  qy = (mat[2][0] - mat[0][2]) * invS;\n\t  qz = (mat[0][1] - mat[1][0]) * invS;\n  } else if ((mat[0][0] > mat[1][1])&&(mat[0][0] > mat[2][2])) {\n    float S = sqrt(1.0 + mat[0][0] - mat[1][1] - mat[2][2]) * 2.0;\n\t  float invS = 1.0 / S;\n\t  qw = (mat[1][2] - mat[2][1]) * invS;\n\t  qx = 0.25 * S;\n\t  qy = (mat[1][0] + mat[0][1]) * invS;\n\t  qz = (mat[2][0] + mat[0][2]) * invS;\n  } else if (mat[1][1] > mat[2][2]) {\n\t  float S = sqrt(1.0 + mat[1][1] - mat[0][0] - mat[2][2]) * 2.0;\n\t  float invS = 1.0 / S;\n\t  qw = (mat[2][0] - mat[0][2]) * invS;\n\t  qx = (mat[1][0] + mat[0][1]) * invS;\n\t  qy = 0.25 * S;\n\t  qz = (mat[2][1] + mat[1][2]) * invS;\n  } else {\n\t  float S = sqrt(1.0 + mat[2][2] - mat[0][0] - mat[1][1]) * 2.0;\n\t  float invS = 1.0 / S;\n\t  qw = (mat[0][1] - mat[1][0]) * invS;\n\t  qx = (mat[2][0] + mat[0][2]) * invS;\n\t  qy = (mat[2][1] + mat[1][2]) * invS;\n\t  qz = 0.25 * S;\n  }\n  return vec4(qx, qy, qz, qw);\n}\nlayout(set = 1, binding = 0) uniform Constants {\n  vec4 mainTiling_Offset;\n  vec4 frameTile_velLenScale;\n  vec4 scale;\n  vec4 nodeRotation;\n};\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};\nlayout(set = 2, binding = 0) uniform CCLocal {\n  highp mat4 cc_matWorld;\n  highp mat4 cc_matWorldIT;\n  highp vec4 cc_lightingMapUVParam;\n};\nlayout(location = 0) out mediump vec2 uv;\nlayout(location = 1) out mediump vec4 color;\nvoid computeVertPos (inout vec4 pos, vec2 vertOffset, vec4 q, vec3 s\n#if CC_RENDER_MODE == 0 || CC_RENDER_MODE == 3\n  , mat4 viewInv\n#endif\n#if CC_RENDER_MODE == 1\n  , vec3 eye\n  , vec4 velocity\n  , float velocityScale\n  , float lengthScale\n  , float xIndex\n#endif\n) {\n#if CC_RENDER_MODE == 0\n  vec3 viewSpaceVert = vec3(vertOffset.x * s.x, vertOffset.y * s.y, 0.);\n  vec3 camX = normalize(vec3(viewInv[0][0], viewInv[1][0], viewInv[2][0]));\n  vec3 camY = normalize(vec3(viewInv[0][1], viewInv[1][1], viewInv[2][1]));\n  vec3 camZ = normalize(vec3(viewInv[0][2], viewInv[1][2], viewInv[2][2]));\n  pos.xyz += rotateInLocalSpace(viewSpaceVert, camX, camY, camZ, q);\n#elif CC_RENDER_MODE == 1\n  vec3 camRight = normalize(cross(pos.xyz - eye, velocity.xyz)) * s.x;\n  vec3 camUp = velocity.xyz * velocityScale + normalize(velocity.xyz) * lengthScale * s.y;\n  pos.xyz += (camRight * abs(vertOffset.x) * sign(vertOffset.y)) - camUp * xIndex;\n#elif CC_RENDER_MODE == 2\n  vec3 viewSpaceVert = vec3(vertOffset.x * s.x, vertOffset.y * s.y, 0.);\n  vec3 camX = vec3(1, 0, 0);\n  vec3 camY = vec3(0, 0, -1);\n  pos.xyz += rotateInLocalSpace(viewSpaceVert, camX, camY, cross(camX, camY), q);\n#elif CC_RENDER_MODE == 3\n  vec3 viewSpaceVert = vec3(vertOffset.x * s.x, vertOffset.y * s.y, 0.);\n  rotateVecFromQuat(viewSpaceVert, q);\n  vec3 camX = normalize(vec3(cc_matView[0][0], cc_matView[1][0], cc_matView[2][0]));\n  vec3 camY = vec3(0, 1, 0);\n  vec3 offset = camX * viewSpaceVert.x + camY * viewSpaceVert.y;\n  pos.xyz += offset;\n#else\n  pos.x += vertOffset.x;\n  pos.y += vertOffset.y;\n#endif\n}\nvec2 computeUV (float frameIndex, vec2 vertIndex, vec2 frameTile){\n  vec2 aniUV = vec2(0, floor(frameIndex * frameTile.y));\n  aniUV.x = floor(frameIndex * frameTile.x * frameTile.y - aniUV.y * frameTile.x);\n#if CC_RENDER_MODE != 4\n  vertIndex.y = 1. - vertIndex.y;\n#endif\n  return (aniUV.xy + vertIndex) / vec2(frameTile.x, frameTile.y);\n}\nlayout(location = 0) in vec3 a_position;\nlayout(location = 1) in vec3 a_texCoord;\nlayout(location = 2) in vec3 a_texCoord1;\nlayout(location = 3) in vec3 a_texCoord2;\nlayout(location = 4) in vec4 a_color;\n#if CC_RENDER_MODE == 1\n  layout(location = 8) in vec3 a_color1;\n#endif\n#if CC_RENDER_MODE == 4\n  layout(location = 6) in vec3 a_texCoord3;\n  layout(location = 7) in vec3 a_normal;\n  layout(location = 8) in vec4 a_color1;\n#endif\nvec4 lpvs_main () {\n  vec3 compScale = scale.xyz * a_texCoord1;\n  vec4 pos = vec4(a_position, 1);\n  #if CC_RENDER_MODE == 1\n    vec4 velocity = vec4(a_color1.xyz, 0);\n  #endif\n  #if !CC_USE_WORLD_SPACE\n    pos = cc_matWorld * pos;\n    #if CC_RENDER_MODE == 1\n      velocity = cc_matWorld * velocity;\n    #endif\n  #endif\n  #if ROTATION_OVER_TIME_MODULE_ENABLE\n    vec3 rotTmp = a_texCoord2;\n    float mulFactor = 1.0;\n    if (rotTmp.x > 10.0 * 0.5) {\n        rotTmp.x -= 10.0;\n        mulFactor = -1.0;\n    }\n    vec4 rot = vec4(rotTmp, 0.0);\n    rot.w = mulFactor * sqrt(abs(1.0 - rot.x * rot.x - rot.y * rot.y - rot.z * rot.z));\n  #else\n    #if CC_RENDER_MODE != 4\n      #if CC_RENDER_MODE == 0\n        vec3 rotEuler = a_texCoord2;\n      #elif CC_RENDER_MODE == 1\n        vec3 rotEuler = vec3(0.);\n      #else\n        vec3 rotEuler = vec3(0., 0., a_texCoord2.z);\n      #endif\n      vec4 rot = quaternionFromEuler(rotEuler);\n    #else\n      vec4 rot = quaternionFromEuler(a_texCoord2);\n    #endif\n  #endif\n  #if CC_RENDER_MODE != 4\n    vec2 cornerOffset = vec2((a_texCoord.xy - 0.5));\n    #if CC_RENDER_MODE == 0 || CC_RENDER_MODE == 3\n      computeVertPos(pos, cornerOffset, rot, compScale, cc_matViewInv);\n    #elif CC_RENDER_MODE == 1\n      computeVertPos(pos, cornerOffset, rot, compScale, cc_cameraPos.xyz, velocity, frameTile_velLenScale.z, frameTile_velLenScale.w, a_texCoord.x);\n    #elif 2\n      computeVertPos(pos, cornerOffset, rot, compScale);\n    #endif\n    color = a_color;\n  #else\n    mat3 rotMat = quatToMat3(rot);\n    mat3 nodeMat = quatToMat3(nodeRotation);\n    rotMat = nodeMat * rotMat;\n    rot = mat3ToQuat(rotMat);\n    mat4 xformNoScale = matrixFromRT(rot, pos.xyz);\n    mat4 xform = matFromRTS(rot, pos.xyz, compScale);\n    pos = xform * vec4(a_texCoord3, 1);\n    vec4 normal = xformNoScale * vec4(a_normal, 0);\n    color = a_color * a_color1;\n  #endif\n  uv = computeUV(a_texCoord.z, a_texCoord.xy, frameTile_velLenScale.xy) * mainTiling_Offset.xy + mainTiling_Offset.zw;\n  pos = cc_matViewProj * pos;\n  return pos;\n}\nvoid main() { gl_Position = lpvs_main(); }","frag":"\nprecision mediump 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};\nvec4 CCFragOutput (vec4 color) {\n  return color;\n}\nlayout(location = 0) in vec2 uv;\nlayout(location = 1) in vec4 color;\nlayout(set = 1, binding = 2) uniform sampler2D mainTexture;\nlayout(set = 1, binding = 1) uniform FragConstants {\n  vec4 tintColor;\n};\nvec4 add () {\n  vec4 col = 2.0 * color * tintColor * texture(mainTexture, uv);\n  return CCFragOutput(col);\n}\nlayout(location = 0) out vec4 cc_FragColor;\nvoid main() { cc_FragColor = add(); }"},"glsl3":{"vert":"\nprecision highp float;\nvec4 quaternionFromAxis (vec3 xAxis,vec3 yAxis,vec3 zAxis){\n  mat3 m = mat3(xAxis,yAxis,zAxis);\n  float trace = m[0][0] + m[1][1] + m[2][2];\n  vec4 quat;\n  if (trace > 0.) {\n    float s = 0.5 / sqrt(trace + 1.0);\n    quat.w = 0.25 / s;\n    quat.x = (m[2][1] - m[1][2]) * s;\n    quat.y = (m[0][2] - m[2][0]) * s;\n    quat.z = (m[1][0] - m[0][1]) * s;\n  } else if ((m[0][0] > m[1][1]) && (m[0][0] > m[2][2])) {\n    float s = 2.0 * sqrt(1.0 + m[0][0] - m[1][1] - m[2][2]);\n    quat.w = (m[2][1] - m[1][2]) / s;\n    quat.x = 0.25 * s;\n    quat.y = (m[0][1] + m[1][0]) / s;\n    quat.z = (m[0][2] + m[2][0]) / s;\n  } else if (m[1][1] > m[2][2]) {\n    float s = 2.0 * sqrt(1.0 + m[1][1] - m[0][0] - m[2][2]);\n    quat.w = (m[0][2] - m[2][0]) / s;\n    quat.x = (m[0][1] + m[1][0]) / s;\n    quat.y = 0.25 * s;\n    quat.z = (m[1][2] + m[2][1]) / s;\n  } else {\n    float s = 2.0 * sqrt(1.0 + m[2][2] - m[0][0] - m[1][1]);\n    quat.w = (m[1][0] - m[0][1]) / s;\n    quat.x = (m[0][2] + m[2][0]) / s;\n    quat.y = (m[1][2] + m[2][1]) / s;\n    quat.z = 0.25 * s;\n  }\n  float len = quat.x * quat.x + quat.y * quat.y + quat.z * quat.z + quat.w * quat.w;\n  if (len > 0.) {\n    len = 1. / sqrt(len);\n    quat.x = quat.x * len;\n    quat.y = quat.y * len;\n    quat.z = quat.z * len;\n    quat.w = quat.w * len;\n  }\n  return quat;\n}\nvec4 quaternionFromEuler (vec3 angle){\n  float x = angle.x / 2.;\n  float y = angle.y / 2.;\n  float z = angle.z / 2.;\n  float sx = sin(x);\n  float cx = cos(x);\n  float sy = sin(y);\n  float cy = cos(y);\n  float sz = sin(z);\n  float cz = cos(z);\n  vec4 quat = vec4(0);\n  quat.x = sx * cy * cz + cx * sy * sz;\n  quat.y = cx * sy * cz + sx * cy * sz;\n  quat.z = cx * cy * sz - sx * sy * cz;\n  quat.w = cx * cy * cz - sx * sy * sz;\n  return quat;\n}\nmat4 matrixFromRT (vec4 q, vec3 p){\n  float x2 = q.x + q.x;\n  float y2 = q.y + q.y;\n  float z2 = q.z + q.z;\n  float xx = q.x * x2;\n  float xy = q.x * y2;\n  float xz = q.x * z2;\n  float yy = q.y * y2;\n  float yz = q.y * z2;\n  float zz = q.z * z2;\n  float wx = q.w * x2;\n  float wy = q.w * y2;\n  float wz = q.w * z2;\n  return mat4(\n    1. - (yy + zz), xy + wz, xz - wy, 0,\n    xy - wz, 1. - (xx + zz), yz + wx, 0,\n    xz + wy, yz - wx, 1. - (xx + yy), 0,\n    p.x, p.y, p.z, 1\n  );\n}\nmat4 matFromRTS (vec4 q, vec3 t, vec3 s){\n  float x = q.x, y = q.y, z = q.z, w = q.w;\n  float x2 = x + x;\n  float y2 = y + y;\n  float z2 = z + z;\n  float xx = x * x2;\n  float xy = x * y2;\n  float xz = x * z2;\n  float yy = y * y2;\n  float yz = y * z2;\n  float zz = z * z2;\n  float wx = w * x2;\n  float wy = w * y2;\n  float wz = w * z2;\n  float sx = s.x;\n  float sy = s.y;\n  float sz = s.z;\n  return mat4((1. - (yy + zz)) * sx, (xy + wz) * sx, (xz - wy) * sx, 0,\n    (xy - wz) * sy, (1. - (xx + zz)) * sy, (yz + wx) * sy, 0,\n    (xz + wy) * sz, (yz - wx) * sz, (1. - (xx + yy)) * sz, 0,\n    t.x, t.y, t.z, 1);\n}\nvec4 quatMultiply (vec4 a, vec4 b){\n  vec4 quat;\n  quat.x = a.x * b.w + a.w * b.x + a.y * b.z - a.z * b.y;\n  quat.y = a.y * b.w + a.w * b.y + a.z * b.x - a.x * b.z;\n  quat.z = a.z * b.w + a.w * b.z + a.x * b.y - a.y * b.x;\n  quat.w = a.w * b.w - a.x * b.x - a.y * b.y - a.z * b.z;\n  return quat;\n}\nvoid rotateVecFromQuat (inout vec3 v, vec4 q){\n  float ix = q.w * v.x + q.y * v.z - q.z * v.y;\n  float iy = q.w * v.y + q.z * v.x - q.x * v.z;\n  float iz = q.w * v.z + q.x * v.y - q.y * v.x;\n  float iw = -q.x * v.x - q.y * v.y - q.z * v.z;\n  v.x = ix * q.w + iw * -q.x + iy * -q.z - iz * -q.y;\n  v.y = iy * q.w + iw * -q.y + iz * -q.x - ix * -q.z;\n  v.z = iz * q.w + iw * -q.z + ix * -q.y - iy * -q.x;\n}\nvec3 rotateInLocalSpace (vec3 pos, vec3 xAxis, vec3 yAxis, vec3 zAxis, vec4 q){\n  vec4 viewQuat = quaternionFromAxis(xAxis, yAxis, zAxis);\n  vec4 rotQuat = quatMultiply(viewQuat, q);\n  rotateVecFromQuat(pos, rotQuat);\n  return pos;\n}\nmat3 quatToMat3(vec4 q) {\n  vec3 m0 = vec3(\n    1.0 - 2.0 * q.y * q.y - 2.0 * q.z * q.z,\n    2.0 * q.x * q.y + 2.0 * q.w * q.z,\n    2.0 * q.x * q.z - 2.0 * q.w * q.y);\n\tvec3 m1 = vec3(\n    2.0 * q.x * q.y - 2.0 * q.w * q.z,\n    1.0 - 2.0 * q.x * q.x - 2.0 * q.z * q.z,\n    2.0 * q.y * q.z + 2.0 * q.w * q.x);\n\tvec3 m2 = vec3(\n    2.0 * q.x * q.z + 2.0 * q.w * q.y,\n    2.0 * q.y * q.z - 2.0 * q.w * q.x,\n    1.0 - 2.0 * q.x * q.x - 2.0 * q.y * q.y);\n  return mat3(m0, m1, m2);\n}\nvec4 mat3ToQuat(mat3 mat) {\n  float tr = mat[0][0] + mat[1][1] + mat[2][2];\n\tfloat qw, qx, qy, qz;\n  if (tr > 0.0) {\n    float S = sqrt(tr + 1.0) * 2.0;\n\t  float invS = 1.0 / S;\n\t  qw = 0.25 * S;\n\t  qx = (mat[1][2] - mat[2][1]) * invS;\n\t  qy = (mat[2][0] - mat[0][2]) * invS;\n\t  qz = (mat[0][1] - mat[1][0]) * invS;\n  } else if ((mat[0][0] > mat[1][1])&&(mat[0][0] > mat[2][2])) {\n    float S = sqrt(1.0 + mat[0][0] - mat[1][1] - mat[2][2]) * 2.0;\n\t  float invS = 1.0 / S;\n\t  qw = (mat[1][2] - mat[2][1]) * invS;\n\t  qx = 0.25 * S;\n\t  qy = (mat[1][0] + mat[0][1]) * invS;\n\t  qz = (mat[2][0] + mat[0][2]) * invS;\n  } else if (mat[1][1] > mat[2][2]) {\n\t  float S = sqrt(1.0 + mat[1][1] - mat[0][0] - mat[2][2]) * 2.0;\n\t  float invS = 1.0 / S;\n\t  qw = (mat[2][0] - mat[0][2]) * invS;\n\t  qx = (mat[1][0] + mat[0][1]) * invS;\n\t  qy = 0.25 * S;\n\t  qz = (mat[2][1] + mat[1][2]) * invS;\n  } else {\n\t  float S = sqrt(1.0 + mat[2][2] - mat[0][0] - mat[1][1]) * 2.0;\n\t  float invS = 1.0 / S;\n\t  qw = (mat[0][1] - mat[1][0]) * invS;\n\t  qx = (mat[2][0] + mat[0][2]) * invS;\n\t  qy = (mat[2][1] + mat[1][2]) * invS;\n\t  qz = 0.25 * S;\n  }\n  return vec4(qx, qy, qz, qw);\n}\nlayout(std140) uniform Constants {\n  vec4 mainTiling_Offset;\n  vec4 frameTile_velLenScale;\n  vec4 scale;\n  vec4 nodeRotation;\n};\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};\nlayout(std140) uniform CCLocal {\n  highp mat4 cc_matWorld;\n  highp mat4 cc_matWorldIT;\n  highp vec4 cc_lightingMapUVParam;\n};\nout mediump vec2 uv;\nout mediump vec4 color;\nvoid computeVertPos (inout vec4 pos, vec2 vertOffset, vec4 q, vec3 s\n#if CC_RENDER_MODE == 0 || CC_RENDER_MODE == 3\n  , mat4 viewInv\n#endif\n#if CC_RENDER_MODE == 1\n  , vec3 eye\n  , vec4 velocity\n  , float velocityScale\n  , float lengthScale\n  , float xIndex\n#endif\n) {\n#if CC_RENDER_MODE == 0\n  vec3 viewSpaceVert = vec3(vertOffset.x * s.x, vertOffset.y * s.y, 0.);\n  vec3 camX = normalize(vec3(viewInv[0][0], viewInv[1][0], viewInv[2][0]));\n  vec3 camY = normalize(vec3(viewInv[0][1], viewInv[1][1], viewInv[2][1]));\n  vec3 camZ = normalize(vec3(viewInv[0][2], viewInv[1][2], viewInv[2][2]));\n  pos.xyz += rotateInLocalSpace(viewSpaceVert, camX, camY, camZ, q);\n#elif CC_RENDER_MODE == 1\n  vec3 camRight = normalize(cross(pos.xyz - eye, velocity.xyz)) * s.x;\n  vec3 camUp = velocity.xyz * velocityScale + normalize(velocity.xyz) * lengthScale * s.y;\n  pos.xyz += (camRight * abs(vertOffset.x) * sign(vertOffset.y)) - camUp * xIndex;\n#elif CC_RENDER_MODE == 2\n  vec3 viewSpaceVert = vec3(vertOffset.x * s.x, vertOffset.y * s.y, 0.);\n  vec3 camX = vec3(1, 0, 0);\n  vec3 camY = vec3(0, 0, -1);\n  pos.xyz += rotateInLocalSpace(viewSpaceVert, camX, camY, cross(camX, camY), q);\n#elif CC_RENDER_MODE == 3\n  vec3 viewSpaceVert = vec3(vertOffset.x * s.x, vertOffset.y * s.y, 0.);\n  rotateVecFromQuat(viewSpaceVert, q);\n  vec3 camX = normalize(vec3(cc_matView[0][0], cc_matView[1][0], cc_matView[2][0]));\n  vec3 camY = vec3(0, 1, 0);\n  vec3 offset = camX * viewSpaceVert.x + camY * viewSpaceVert.y;\n  pos.xyz += offset;\n#else\n  pos.x += vertOffset.x;\n  pos.y += vertOffset.y;\n#endif\n}\nvec2 computeUV (float frameIndex, vec2 vertIndex, vec2 frameTile){\n  vec2 aniUV = vec2(0, floor(frameIndex * frameTile.y));\n  aniUV.x = floor(frameIndex * frameTile.x * frameTile.y - aniUV.y * frameTile.x);\n#if CC_RENDER_MODE != 4\n  vertIndex.y = 1. - vertIndex.y;\n#endif\n  return (aniUV.xy + vertIndex) / vec2(frameTile.x, frameTile.y);\n}\nin vec3 a_position;\nin vec3 a_texCoord;\nin vec3 a_texCoord1;\nin vec3 a_texCoord2;\nin vec4 a_color;\n#if CC_RENDER_MODE == 1\n  in vec3 a_color1;\n#endif\n#if CC_RENDER_MODE == 4\n  in vec3 a_texCoord3;\n  in vec3 a_normal;\n  in vec4 a_color1;\n#endif\nvec4 lpvs_main () {\n  vec3 compScale = scale.xyz * a_texCoord1;\n  vec4 pos = vec4(a_position, 1);\n  #if CC_RENDER_MODE == 1\n    vec4 velocity = vec4(a_color1.xyz, 0);\n  #endif\n  #if !CC_USE_WORLD_SPACE\n    pos = cc_matWorld * pos;\n    #if CC_RENDER_MODE == 1\n      velocity = cc_matWorld * velocity;\n    #endif\n  #endif\n  #if ROTATION_OVER_TIME_MODULE_ENABLE\n    vec3 rotTmp = a_texCoord2;\n    float mulFactor = 1.0;\n    if (rotTmp.x > 10.0 * 0.5) {\n        rotTmp.x -= 10.0;\n        mulFactor = -1.0;\n    }\n    vec4 rot = vec4(rotTmp, 0.0);\n    rot.w = mulFactor * sqrt(abs(1.0 - rot.x * rot.x - rot.y * rot.y - rot.z * rot.z));\n  #else\n    #if CC_RENDER_MODE != 4\n      #if CC_RENDER_MODE == 0\n        vec3 rotEuler = a_texCoord2;\n      #elif CC_RENDER_MODE == 1\n        vec3 rotEuler = vec3(0.);\n      #else\n        vec3 rotEuler = vec3(0., 0., a_texCoord2.z);\n      #endif\n      vec4 rot = quaternionFromEuler(rotEuler);\n    #else\n      vec4 rot = quaternionFromEuler(a_texCoord2);\n    #endif\n  #endif\n  #if CC_RENDER_MODE != 4\n    vec2 cornerOffset = vec2((a_texCoord.xy - 0.5));\n    #if CC_RENDER_MODE == 0 || CC_RENDER_MODE == 3\n      computeVertPos(pos, cornerOffset, rot, compScale, cc_matViewInv);\n    #elif CC_RENDER_MODE == 1\n      computeVertPos(pos, cornerOffset, rot, compScale, cc_cameraPos.xyz, velocity, frameTile_velLenScale.z, frameTile_velLenScale.w, a_texCoord.x);\n    #elif 2\n      computeVertPos(pos, cornerOffset, rot, compScale);\n    #endif\n    color = a_color;\n  #else\n    mat3 rotMat = quatToMat3(rot);\n    mat3 nodeMat = quatToMat3(nodeRotation);\n    rotMat = nodeMat * rotMat;\n    rot = mat3ToQuat(rotMat);\n    mat4 xformNoScale = matrixFromRT(rot, pos.xyz);\n    mat4 xform = matFromRTS(rot, pos.xyz, compScale);\n    pos = xform * vec4(a_texCoord3, 1);\n    vec4 normal = xformNoScale * vec4(a_normal, 0);\n    color = a_color * a_color1;\n  #endif\n  uv = computeUV(a_texCoord.z, a_texCoord.xy, frameTile_velLenScale.xy) * mainTiling_Offset.xy + mainTiling_Offset.zw;\n  pos = cc_matViewProj * pos;\n  return pos;\n}\nvoid main() { gl_Position = lpvs_main(); }","frag":"\nprecision mediump 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};\nvec4 CCFragOutput (vec4 color) {\n  return color;\n}\nin vec2 uv;\nin vec4 color;\nuniform sampler2D mainTexture;\nlayout(std140) uniform FragConstants {\n  vec4 tintColor;\n};\nvec4 add () {\n  vec4 col = 2.0 * color * tintColor * texture(mainTexture, uv);\n  return CCFragOutput(col);\n}\nlayout(location = 0) out vec4 cc_FragColor;\nvoid main() { cc_FragColor = add(); }"},"glsl1":{"vert":"\nprecision highp float;\nvec4 quaternionFromAxis (vec3 xAxis,vec3 yAxis,vec3 zAxis){\n  mat3 m = mat3(xAxis,yAxis,zAxis);\n  float trace = m[0][0] + m[1][1] + m[2][2];\n  vec4 quat;\n  if (trace > 0.) {\n    float s = 0.5 / sqrt(trace + 1.0);\n    quat.w = 0.25 / s;\n    quat.x = (m[2][1] - m[1][2]) * s;\n    quat.y = (m[0][2] - m[2][0]) * s;\n    quat.z = (m[1][0] - m[0][1]) * s;\n  } else if ((m[0][0] > m[1][1]) && (m[0][0] > m[2][2])) {\n    float s = 2.0 * sqrt(1.0 + m[0][0] - m[1][1] - m[2][2]);\n    quat.w = (m[2][1] - m[1][2]) / s;\n    quat.x = 0.25 * s;\n    quat.y = (m[0][1] + m[1][0]) / s;\n    quat.z = (m[0][2] + m[2][0]) / s;\n  } else if (m[1][1] > m[2][2]) {\n    float s = 2.0 * sqrt(1.0 + m[1][1] - m[0][0] - m[2][2]);\n    quat.w = (m[0][2] - m[2][0]) / s;\n    quat.x = (m[0][1] + m[1][0]) / s;\n    quat.y = 0.25 * s;\n    quat.z = (m[1][2] + m[2][1]) / s;\n  } else {\n    float s = 2.0 * sqrt(1.0 + m[2][2] - m[0][0] - m[1][1]);\n    quat.w = (m[1][0] - m[0][1]) / s;\n    quat.x = (m[0][2] + m[2][0]) / s;\n    quat.y = (m[1][2] + m[2][1]) / s;\n    quat.z = 0.25 * s;\n  }\n  float len = quat.x * quat.x + quat.y * quat.y + quat.z * quat.z + quat.w * quat.w;\n  if (len > 0.) {\n    len = 1. / sqrt(len);\n    quat.x = quat.x * len;\n    quat.y = quat.y * len;\n    quat.z = quat.z * len;\n    quat.w = quat.w * len;\n  }\n  return quat;\n}\nvec4 quaternionFromEuler (vec3 angle){\n  float x = angle.x / 2.;\n  float y = angle.y / 2.;\n  float z = angle.z / 2.;\n  float sx = sin(x);\n  float cx = cos(x);\n  float sy = sin(y);\n  float cy = cos(y);\n  float sz = sin(z);\n  float cz = cos(z);\n  vec4 quat = vec4(0);\n  quat.x = sx * cy * cz + cx * sy * sz;\n  quat.y = cx * sy * cz + sx * cy * sz;\n  quat.z = cx * cy * sz - sx * sy * cz;\n  quat.w = cx * cy * cz - sx * sy * sz;\n  return quat;\n}\nmat4 matrixFromRT (vec4 q, vec3 p){\n  float x2 = q.x + q.x;\n  float y2 = q.y + q.y;\n  float z2 = q.z + q.z;\n  float xx = q.x * x2;\n  float xy = q.x * y2;\n  float xz = q.x * z2;\n  float yy = q.y * y2;\n  float yz = q.y * z2;\n  float zz = q.z * z2;\n  float wx = q.w * x2;\n  float wy = q.w * y2;\n  float wz = q.w * z2;\n  return mat4(\n    1. - (yy + zz), xy + wz, xz - wy, 0,\n    xy - wz, 1. - (xx + zz), yz + wx, 0,\n    xz + wy, yz - wx, 1. - (xx + yy), 0,\n    p.x, p.y, p.z, 1\n  );\n}\nmat4 matFromRTS (vec4 q, vec3 t, vec3 s){\n  float x = q.x, y = q.y, z = q.z, w = q.w;\n  float x2 = x + x;\n  float y2 = y + y;\n  float z2 = z + z;\n  float xx = x * x2;\n  float xy = x * y2;\n  float xz = x * z2;\n  float yy = y * y2;\n  float yz = y * z2;\n  float zz = z * z2;\n  float wx = w * x2;\n  float wy = w * y2;\n  float wz = w * z2;\n  float sx = s.x;\n  float sy = s.y;\n  float sz = s.z;\n  return mat4((1. - (yy + zz)) * sx, (xy + wz) * sx, (xz - wy) * sx, 0,\n    (xy - wz) * sy, (1. - (xx + zz)) * sy, (yz + wx) * sy, 0,\n    (xz + wy) * sz, (yz - wx) * sz, (1. - (xx + yy)) * sz, 0,\n    t.x, t.y, t.z, 1);\n}\nvec4 quatMultiply (vec4 a, vec4 b){\n  vec4 quat;\n  quat.x = a.x * b.w + a.w * b.x + a.y * b.z - a.z * b.y;\n  quat.y = a.y * b.w + a.w * b.y + a.z * b.x - a.x * b.z;\n  quat.z = a.z * b.w + a.w * b.z + a.x * b.y - a.y * b.x;\n  quat.w = a.w * b.w - a.x * b.x - a.y * b.y - a.z * b.z;\n  return quat;\n}\nvoid rotateVecFromQuat (inout vec3 v, vec4 q){\n  float ix = q.w * v.x + q.y * v.z - q.z * v.y;\n  float iy = q.w * v.y + q.z * v.x - q.x * v.z;\n  float iz = q.w * v.z + q.x * v.y - q.y * v.x;\n  float iw = -q.x * v.x - q.y * v.y - q.z * v.z;\n  v.x = ix * q.w + iw * -q.x + iy * -q.z - iz * -q.y;\n  v.y = iy * q.w + iw * -q.y + iz * -q.x - ix * -q.z;\n  v.z = iz * q.w + iw * -q.z + ix * -q.y - iy * -q.x;\n}\nvec3 rotateInLocalSpace (vec3 pos, vec3 xAxis, vec3 yAxis, vec3 zAxis, vec4 q){\n  vec4 viewQuat = quaternionFromAxis(xAxis, yAxis, zAxis);\n  vec4 rotQuat = quatMultiply(viewQuat, q);\n  rotateVecFromQuat(pos, rotQuat);\n  return pos;\n}\nmat3 quatToMat3(vec4 q) {\n  vec3 m0 = vec3(\n    1.0 - 2.0 * q.y * q.y - 2.0 * q.z * q.z,\n    2.0 * q.x * q.y + 2.0 * q.w * q.z,\n    2.0 * q.x * q.z - 2.0 * q.w * q.y);\n\tvec3 m1 = vec3(\n    2.0 * q.x * q.y - 2.0 * q.w * q.z,\n    1.0 - 2.0 * q.x * q.x - 2.0 * q.z * q.z,\n    2.0 * q.y * q.z + 2.0 * q.w * q.x);\n\tvec3 m2 = vec3(\n    2.0 * q.x * q.z + 2.0 * q.w * q.y,\n    2.0 * q.y * q.z - 2.0 * q.w * q.x,\n    1.0 - 2.0 * q.x * q.x - 2.0 * q.y * q.y);\n  return mat3(m0, m1, m2);\n}\nvec4 mat3ToQuat(mat3 mat) {\n  float tr = mat[0][0] + mat[1][1] + mat[2][2];\n\tfloat qw, qx, qy, qz;\n  if (tr > 0.0) {\n    float S = sqrt(tr + 1.0) * 2.0;\n\t  float invS = 1.0 / S;\n\t  qw = 0.25 * S;\n\t  qx = (mat[1][2] - mat[2][1]) * invS;\n\t  qy = (mat[2][0] - mat[0][2]) * invS;\n\t  qz = (mat[0][1] - mat[1][0]) * invS;\n  } else if ((mat[0][0] > mat[1][1])&&(mat[0][0] > mat[2][2])) {\n    float S = sqrt(1.0 + mat[0][0] - mat[1][1] - mat[2][2]) * 2.0;\n\t  float invS = 1.0 / S;\n\t  qw = (mat[1][2] - mat[2][1]) * invS;\n\t  qx = 0.25 * S;\n\t  qy = (mat[1][0] + mat[0][1]) * invS;\n\t  qz = (mat[2][0] + mat[0][2]) * invS;\n  } else if (mat[1][1] > mat[2][2]) {\n\t  float S = sqrt(1.0 + mat[1][1] - mat[0][0] - mat[2][2]) * 2.0;\n\t  float invS = 1.0 / S;\n\t  qw = (mat[2][0] - mat[0][2]) * invS;\n\t  qx = (mat[1][0] + mat[0][1]) * invS;\n\t  qy = 0.25 * S;\n\t  qz = (mat[2][1] + mat[1][2]) * invS;\n  } else {\n\t  float S = sqrt(1.0 + mat[2][2] - mat[0][0] - mat[1][1]) * 2.0;\n\t  float invS = 1.0 / S;\n\t  qw = (mat[0][1] - mat[1][0]) * invS;\n\t  qx = (mat[2][0] + mat[0][2]) * invS;\n\t  qy = (mat[2][1] + mat[1][2]) * invS;\n\t  qz = 0.25 * S;\n  }\n  return vec4(qx, qy, qz, qw);\n}\n   uniform vec4 mainTiling_Offset;\n   uniform vec4 frameTile_velLenScale;\n   uniform vec4 scale;\n   uniform vec4 nodeRotation;\nuniform highp mat4 cc_matView;\n  uniform highp mat4 cc_matViewInv;\n  uniform highp mat4 cc_matViewProj;\n  uniform highp vec4 cc_cameraPos;\nuniform highp mat4 cc_matWorld;\nvarying mediump vec2 uv;\nvarying mediump vec4 color;\nvoid computeVertPos (inout vec4 pos, vec2 vertOffset, vec4 q, vec3 s\n#if CC_RENDER_MODE == 0 || CC_RENDER_MODE == 3\n  , mat4 viewInv\n#endif\n#if CC_RENDER_MODE == 1\n  , vec3 eye\n  , vec4 velocity\n  , float velocityScale\n  , float lengthScale\n  , float xIndex\n#endif\n) {\n#if CC_RENDER_MODE == 0\n  vec3 viewSpaceVert = vec3(vertOffset.x * s.x, vertOffset.y * s.y, 0.);\n  vec3 camX = normalize(vec3(viewInv[0][0], viewInv[1][0], viewInv[2][0]));\n  vec3 camY = normalize(vec3(viewInv[0][1], viewInv[1][1], viewInv[2][1]));\n  vec3 camZ = normalize(vec3(viewInv[0][2], viewInv[1][2], viewInv[2][2]));\n  pos.xyz += rotateInLocalSpace(viewSpaceVert, camX, camY, camZ, q);\n#elif CC_RENDER_MODE == 1\n  vec3 camRight = normalize(cross(pos.xyz - eye, velocity.xyz)) * s.x;\n  vec3 camUp = velocity.xyz * velocityScale + normalize(velocity.xyz) * lengthScale * s.y;\n  pos.xyz += (camRight * abs(vertOffset.x) * sign(vertOffset.y)) - camUp * xIndex;\n#elif CC_RENDER_MODE == 2\n  vec3 viewSpaceVert = vec3(vertOffset.x * s.x, vertOffset.y * s.y, 0.);\n  vec3 camX = vec3(1, 0, 0);\n  vec3 camY = vec3(0, 0, -1);\n  pos.xyz += rotateInLocalSpace(viewSpaceVert, camX, camY, cross(camX, camY), q);\n#elif CC_RENDER_MODE == 3\n  vec3 viewSpaceVert = vec3(vertOffset.x * s.x, vertOffset.y * s.y, 0.);\n  rotateVecFromQuat(viewSpaceVert, q);\n  vec3 camX = normalize(vec3(cc_matView[0][0], cc_matView[1][0], cc_matView[2][0]));\n  vec3 camY = vec3(0, 1, 0);\n  vec3 offset = camX * viewSpaceVert.x + camY * viewSpaceVert.y;\n  pos.xyz += offset;\n#else\n  pos.x += vertOffset.x;\n  pos.y += vertOffset.y;\n#endif\n}\nvec2 computeUV (float frameIndex, vec2 vertIndex, vec2 frameTile){\n  vec2 aniUV = vec2(0, floor(frameIndex * frameTile.y));\n  aniUV.x = floor(frameIndex * frameTile.x * frameTile.y - aniUV.y * frameTile.x);\n#if CC_RENDER_MODE != 4\n  vertIndex.y = 1. - vertIndex.y;\n#endif\n  return (aniUV.xy + vertIndex) / vec2(frameTile.x, frameTile.y);\n}\nattribute vec3 a_position;\nattribute vec3 a_texCoord;\nattribute vec3 a_texCoord1;\nattribute vec3 a_texCoord2;\nattribute vec4 a_color;\n#if CC_RENDER_MODE == 1\n  attribute vec3 a_color1;\n#endif\n#if CC_RENDER_MODE == 4\n  attribute vec3 a_texCoord3;\n  attribute vec3 a_normal;\n  attribute vec4 a_color1;\n#endif\nvec4 lpvs_main () {\n  vec3 compScale = scale.xyz * a_texCoord1;\n  vec4 pos = vec4(a_position, 1);\n  #if CC_RENDER_MODE == 1\n    vec4 velocity = vec4(a_color1.xyz, 0);\n  #endif\n  #if !CC_USE_WORLD_SPACE\n    pos = cc_matWorld * pos;\n    #if CC_RENDER_MODE == 1\n      velocity = cc_matWorld * velocity;\n    #endif\n  #endif\n  #if ROTATION_OVER_TIME_MODULE_ENABLE\n    vec3 rotTmp = a_texCoord2;\n    float mulFactor = 1.0;\n    if (rotTmp.x > 10.0 * 0.5) {\n        rotTmp.x -= 10.0;\n        mulFactor = -1.0;\n    }\n    vec4 rot = vec4(rotTmp, 0.0);\n    rot.w = mulFactor * sqrt(abs(1.0 - rot.x * rot.x - rot.y * rot.y - rot.z * rot.z));\n  #else\n    #if CC_RENDER_MODE != 4\n      #if CC_RENDER_MODE == 0\n        vec3 rotEuler = a_texCoord2;\n      #elif CC_RENDER_MODE == 1\n        vec3 rotEuler = vec3(0.);\n      #else\n        vec3 rotEuler = vec3(0., 0., a_texCoord2.z);\n      #endif\n      vec4 rot = quaternionFromEuler(rotEuler);\n    #else\n      vec4 rot = quaternionFromEuler(a_texCoord2);\n    #endif\n  #endif\n  #if CC_RENDER_MODE != 4\n    vec2 cornerOffset = vec2((a_texCoord.xy - 0.5));\n    #if CC_RENDER_MODE == 0 || CC_RENDER_MODE == 3\n      computeVertPos(pos, cornerOffset, rot, compScale, cc_matViewInv);\n    #elif CC_RENDER_MODE == 1\n      computeVertPos(pos, cornerOffset, rot, compScale, cc_cameraPos.xyz, velocity, frameTile_velLenScale.z, frameTile_velLenScale.w, a_texCoord.x);\n    #elif 2\n      computeVertPos(pos, cornerOffset, rot, compScale);\n    #endif\n    color = a_color;\n  #else\n    mat3 rotMat = quatToMat3(rot);\n    mat3 nodeMat = quatToMat3(nodeRotation);\n    rotMat = nodeMat * rotMat;\n    rot = mat3ToQuat(rotMat);\n    mat4 xformNoScale = matrixFromRT(rot, pos.xyz);\n    mat4 xform = matFromRTS(rot, pos.xyz, compScale);\n    pos = xform * vec4(a_texCoord3, 1);\n    vec4 normal = xformNoScale * vec4(a_normal, 0);\n    color = a_color * a_color1;\n  #endif\n  uv = computeUV(a_texCoord.z, a_texCoord.xy, frameTile_velLenScale.xy) * mainTiling_Offset.xy + mainTiling_Offset.zw;\n  pos = cc_matViewProj * pos;\n  return pos;\n}\nvoid main() { gl_Position = lpvs_main(); }","frag":"\nprecision mediump float;\nvec4 CCFragOutput (vec4 color) {\n  return color;\n}\nvarying vec2 uv;\nvarying vec4 color;\nuniform sampler2D mainTexture;\n  uniform vec4 tintColor;\nvec4 add () {\n  vec4 col = 2.0 * color * tintColor * texture2D(mainTexture, uv);\n  return CCFragOutput(col);\n}\nvoid main() { gl_FragColor = add(); }"},"builtins":{"globals":{"blocks":[{"name":"CCGlobal","defines":[]},{"name":"CCCamera","defines":[]}],"samplerTextures":[],"buffers":[],"images":[]},"locals":{"blocks":[{"name":"CCLocal","defines":[]}],"samplerTextures":[],"buffers":[],"images":[]},"statistics":{"CC_EFFECT_USED_VERTEX_UNIFORM_VECTORS":52,"CC_EFFECT_USED_FRAGMENT_UNIFORM_VECTORS":40}},"defines":[{"name":"CC_RENDER_MODE","type":"number","defines":[],"range":[0,4]},{"name":"CC_USE_WORLD_SPACE","type":"boolean","defines":[]},{"name":"ROTATION_OVER_TIME_MODULE_ENABLE","type":"boolean","defines":[]}]},{"hash":1720952533,"name":"builtin-particle|particle-vs-legacy:lpvs_main|tinted-fs:multiply","blocks":[{"name":"Constants","stageFlags":1,"binding":0,"members":[{"name":"mainTiling_Offset","type":16,"count":1},{"name":"frameTile_velLenScale","type":16,"count":1},{"name":"scale","type":16,"count":1},{"name":"nodeRotation","type":16,"count":1}],"defines":[]},{"name":"FragConstants","stageFlags":16,"binding":1,"members":[{"name":"tintColor","type":16,"count":1}],"defines":[]}],"samplerTextures":[{"name":"mainTexture","type":28,"count":1,"stageFlags":16,"binding":2,"defines":[]}],"samplers":[],"textures":[],"buffers":[],"images":[],"subpassInputs":[],"attributes":[{"name":"a_position","format":32,"location":0,"defines":[]},{"name":"a_texCoord","format":32,"location":1,"defines":[]},{"name":"a_texCoord1","format":32,"location":2,"defines":[]},{"name":"a_texCoord2","format":32,"location":3,"defines":[]},{"name":"a_color","format":44,"location":4,"defines":[]},{"name":"a_color1","format":32,"location":8,"defines":["CC_RENDER_MODE"]},{"name":"a_texCoord3","format":32,"location":6,"defines":["CC_RENDER_MODE"]},{"name":"a_normal","format":32,"location":7,"defines":["CC_RENDER_MODE"]}],"varyings":[{"name":"uv","type":14,"count":1,"stageFlags":17,"location":0,"defines":[]},{"name":"color","type":16,"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;\nvec4 quaternionFromAxis (vec3 xAxis,vec3 yAxis,vec3 zAxis){\n  mat3 m = mat3(xAxis,yAxis,zAxis);\n  float trace = m[0][0] + m[1][1] + m[2][2];\n  vec4 quat;\n  if (trace > 0.) {\n    float s = 0.5 / sqrt(trace + 1.0);\n    quat.w = 0.25 / s;\n    quat.x = (m[2][1] - m[1][2]) * s;\n    quat.y = (m[0][2] - m[2][0]) * s;\n    quat.z = (m[1][0] - m[0][1]) * s;\n  } else if ((m[0][0] > m[1][1]) && (m[0][0] > m[2][2])) {\n    float s = 2.0 * sqrt(1.0 + m[0][0] - m[1][1] - m[2][2]);\n    quat.w = (m[2][1] - m[1][2]) / s;\n    quat.x = 0.25 * s;\n    quat.y = (m[0][1] + m[1][0]) / s;\n    quat.z = (m[0][2] + m[2][0]) / s;\n  } else if (m[1][1] > m[2][2]) {\n    float s = 2.0 * sqrt(1.0 + m[1][1] - m[0][0] - m[2][2]);\n    quat.w = (m[0][2] - m[2][0]) / s;\n    quat.x = (m[0][1] + m[1][0]) / s;\n    quat.y = 0.25 * s;\n    quat.z = (m[1][2] + m[2][1]) / s;\n  } else {\n    float s = 2.0 * sqrt(1.0 + m[2][2] - m[0][0] - m[1][1]);\n    quat.w = (m[1][0] - m[0][1]) / s;\n    quat.x = (m[0][2] + m[2][0]) / s;\n    quat.y = (m[1][2] + m[2][1]) / s;\n    quat.z = 0.25 * s;\n  }\n  float len = quat.x * quat.x + quat.y * quat.y + quat.z * quat.z + quat.w * quat.w;\n  if (len > 0.) {\n    len = 1. / sqrt(len);\n    quat.x = quat.x * len;\n    quat.y = quat.y * len;\n    quat.z = quat.z * len;\n    quat.w = quat.w * len;\n  }\n  return quat;\n}\nvec4 quaternionFromEuler (vec3 angle){\n  float x = angle.x / 2.;\n  float y = angle.y / 2.;\n  float z = angle.z / 2.;\n  float sx = sin(x);\n  float cx = cos(x);\n  float sy = sin(y);\n  float cy = cos(y);\n  float sz = sin(z);\n  float cz = cos(z);\n  vec4 quat = vec4(0);\n  quat.x = sx * cy * cz + cx * sy * sz;\n  quat.y = cx * sy * cz + sx * cy * sz;\n  quat.z = cx * cy * sz - sx * sy * cz;\n  quat.w = cx * cy * cz - sx * sy * sz;\n  return quat;\n}\nmat4 matrixFromRT (vec4 q, vec3 p){\n  float x2 = q.x + q.x;\n  float y2 = q.y + q.y;\n  float z2 = q.z + q.z;\n  float xx = q.x * x2;\n  float xy = q.x * y2;\n  float xz = q.x * z2;\n  float yy = q.y * y2;\n  float yz = q.y * z2;\n  float zz = q.z * z2;\n  float wx = q.w * x2;\n  float wy = q.w * y2;\n  float wz = q.w * z2;\n  return mat4(\n    1. - (yy + zz), xy + wz, xz - wy, 0,\n    xy - wz, 1. - (xx + zz), yz + wx, 0,\n    xz + wy, yz - wx, 1. - (xx + yy), 0,\n    p.x, p.y, p.z, 1\n  );\n}\nmat4 matFromRTS (vec4 q, vec3 t, vec3 s){\n  float x = q.x, y = q.y, z = q.z, w = q.w;\n  float x2 = x + x;\n  float y2 = y + y;\n  float z2 = z + z;\n  float xx = x * x2;\n  float xy = x * y2;\n  float xz = x * z2;\n  float yy = y * y2;\n  float yz = y * z2;\n  float zz = z * z2;\n  float wx = w * x2;\n  float wy = w * y2;\n  float wz = w * z2;\n  float sx = s.x;\n  float sy = s.y;\n  float sz = s.z;\n  return mat4((1. - (yy + zz)) * sx, (xy + wz) * sx, (xz - wy) * sx, 0,\n    (xy - wz) * sy, (1. - (xx + zz)) * sy, (yz + wx) * sy, 0,\n    (xz + wy) * sz, (yz - wx) * sz, (1. - (xx + yy)) * sz, 0,\n    t.x, t.y, t.z, 1);\n}\nvec4 quatMultiply (vec4 a, vec4 b){\n  vec4 quat;\n  quat.x = a.x * b.w + a.w * b.x + a.y * b.z - a.z * b.y;\n  quat.y = a.y * b.w + a.w * b.y + a.z * b.x - a.x * b.z;\n  quat.z = a.z * b.w + a.w * b.z + a.x * b.y - a.y * b.x;\n  quat.w = a.w * b.w - a.x * b.x - a.y * b.y - a.z * b.z;\n  return quat;\n}\nvoid rotateVecFromQuat (inout vec3 v, vec4 q){\n  float ix = q.w * v.x + q.y * v.z - q.z * v.y;\n  float iy = q.w * v.y + q.z * v.x - q.x * v.z;\n  float iz = q.w * v.z + q.x * v.y - q.y * v.x;\n  float iw = -q.x * v.x - q.y * v.y - q.z * v.z;\n  v.x = ix * q.w + iw * -q.x + iy * -q.z - iz * -q.y;\n  v.y = iy * q.w + iw * -q.y + iz * -q.x - ix * -q.z;\n  v.z = iz * q.w + iw * -q.z + ix * -q.y - iy * -q.x;\n}\nvec3 rotateInLocalSpace (vec3 pos, vec3 xAxis, vec3 yAxis, vec3 zAxis, vec4 q){\n  vec4 viewQuat = quaternionFromAxis(xAxis, yAxis, zAxis);\n  vec4 rotQuat = quatMultiply(viewQuat, q);\n  rotateVecFromQuat(pos, rotQuat);\n  return pos;\n}\nmat3 quatToMat3(vec4 q) {\n  vec3 m0 = vec3(\n    1.0 - 2.0 * q.y * q.y - 2.0 * q.z * q.z,\n    2.0 * q.x * q.y + 2.0 * q.w * q.z,\n    2.0 * q.x * q.z - 2.0 * q.w * q.y);\n\tvec3 m1 = vec3(\n    2.0 * q.x * q.y - 2.0 * q.w * q.z,\n    1.0 - 2.0 * q.x * q.x - 2.0 * q.z * q.z,\n    2.0 * q.y * q.z + 2.0 * q.w * q.x);\n\tvec3 m2 = vec3(\n    2.0 * q.x * q.z + 2.0 * q.w * q.y,\n    2.0 * q.y * q.z - 2.0 * q.w * q.x,\n    1.0 - 2.0 * q.x * q.x - 2.0 * q.y * q.y);\n  return mat3(m0, m1, m2);\n}\nvec4 mat3ToQuat(mat3 mat) {\n  float tr = mat[0][0] + mat[1][1] + mat[2][2];\n\tfloat qw, qx, qy, qz;\n  if (tr > 0.0) {\n    float S = sqrt(tr + 1.0) * 2.0;\n\t  float invS = 1.0 / S;\n\t  qw = 0.25 * S;\n\t  qx = (mat[1][2] - mat[2][1]) * invS;\n\t  qy = (mat[2][0] - mat[0][2]) * invS;\n\t  qz = (mat[0][1] - mat[1][0]) * invS;\n  } else if ((mat[0][0] > mat[1][1])&&(mat[0][0] > mat[2][2])) {\n    float S = sqrt(1.0 + mat[0][0] - mat[1][1] - mat[2][2]) * 2.0;\n\t  float invS = 1.0 / S;\n\t  qw = (mat[1][2] - mat[2][1]) * invS;\n\t  qx = 0.25 * S;\n\t  qy = (mat[1][0] + mat[0][1]) * invS;\n\t  qz = (mat[2][0] + mat[0][2]) * invS;\n  } else if (mat[1][1] > mat[2][2]) {\n\t  float S = sqrt(1.0 + mat[1][1] - mat[0][0] - mat[2][2]) * 2.0;\n\t  float invS = 1.0 / S;\n\t  qw = (mat[2][0] - mat[0][2]) * invS;\n\t  qx = (mat[1][0] + mat[0][1]) * invS;\n\t  qy = 0.25 * S;\n\t  qz = (mat[2][1] + mat[1][2]) * invS;\n  } else {\n\t  float S = sqrt(1.0 + mat[2][2] - mat[0][0] - mat[1][1]) * 2.0;\n\t  float invS = 1.0 / S;\n\t  qw = (mat[0][1] - mat[1][0]) * invS;\n\t  qx = (mat[2][0] + mat[0][2]) * invS;\n\t  qy = (mat[2][1] + mat[1][2]) * invS;\n\t  qz = 0.25 * S;\n  }\n  return vec4(qx, qy, qz, qw);\n}\nlayout(set = 1, binding = 0) uniform Constants {\n  vec4 mainTiling_Offset;\n  vec4 frameTile_velLenScale;\n  vec4 scale;\n  vec4 nodeRotation;\n};\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};\nlayout(set = 2, binding = 0) uniform CCLocal {\n  highp mat4 cc_matWorld;\n  highp mat4 cc_matWorldIT;\n  highp vec4 cc_lightingMapUVParam;\n};\nlayout(location = 0) out mediump vec2 uv;\nlayout(location = 1) out mediump vec4 color;\nvoid computeVertPos (inout vec4 pos, vec2 vertOffset, vec4 q, vec3 s\n#if CC_RENDER_MODE == 0 || CC_RENDER_MODE == 3\n  , mat4 viewInv\n#endif\n#if CC_RENDER_MODE == 1\n  , vec3 eye\n  , vec4 velocity\n  , float velocityScale\n  , float lengthScale\n  , float xIndex\n#endif\n) {\n#if CC_RENDER_MODE == 0\n  vec3 viewSpaceVert = vec3(vertOffset.x * s.x, vertOffset.y * s.y, 0.);\n  vec3 camX = normalize(vec3(viewInv[0][0], viewInv[1][0], viewInv[2][0]));\n  vec3 camY = normalize(vec3(viewInv[0][1], viewInv[1][1], viewInv[2][1]));\n  vec3 camZ = normalize(vec3(viewInv[0][2], viewInv[1][2], viewInv[2][2]));\n  pos.xyz += rotateInLocalSpace(viewSpaceVert, camX, camY, camZ, q);\n#elif CC_RENDER_MODE == 1\n  vec3 camRight = normalize(cross(pos.xyz - eye, velocity.xyz)) * s.x;\n  vec3 camUp = velocity.xyz * velocityScale + normalize(velocity.xyz) * lengthScale * s.y;\n  pos.xyz += (camRight * abs(vertOffset.x) * sign(vertOffset.y)) - camUp * xIndex;\n#elif CC_RENDER_MODE == 2\n  vec3 viewSpaceVert = vec3(vertOffset.x * s.x, vertOffset.y * s.y, 0.);\n  vec3 camX = vec3(1, 0, 0);\n  vec3 camY = vec3(0, 0, -1);\n  pos.xyz += rotateInLocalSpace(viewSpaceVert, camX, camY, cross(camX, camY), q);\n#elif CC_RENDER_MODE == 3\n  vec3 viewSpaceVert = vec3(vertOffset.x * s.x, vertOffset.y * s.y, 0.);\n  rotateVecFromQuat(viewSpaceVert, q);\n  vec3 camX = normalize(vec3(cc_matView[0][0], cc_matView[1][0], cc_matView[2][0]));\n  vec3 camY = vec3(0, 1, 0);\n  vec3 offset = camX * viewSpaceVert.x + camY * viewSpaceVert.y;\n  pos.xyz += offset;\n#else\n  pos.x += vertOffset.x;\n  pos.y += vertOffset.y;\n#endif\n}\nvec2 computeUV (float frameIndex, vec2 vertIndex, vec2 frameTile){\n  vec2 aniUV = vec2(0, floor(frameIndex * frameTile.y));\n  aniUV.x = floor(frameIndex * frameTile.x * frameTile.y - aniUV.y * frameTile.x);\n#if CC_RENDER_MODE != 4\n  vertIndex.y = 1. - vertIndex.y;\n#endif\n  return (aniUV.xy + vertIndex) / vec2(frameTile.x, frameTile.y);\n}\nlayout(location = 0) in vec3 a_position;\nlayout(location = 1) in vec3 a_texCoord;\nlayout(location = 2) in vec3 a_texCoord1;\nlayout(location = 3) in vec3 a_texCoord2;\nlayout(location = 4) in vec4 a_color;\n#if CC_RENDER_MODE == 1\n  layout(location = 8) in vec3 a_color1;\n#endif\n#if CC_RENDER_MODE == 4\n  layout(location = 6) in vec3 a_texCoord3;\n  layout(location = 7) in vec3 a_normal;\n  layout(location = 8) in vec4 a_color1;\n#endif\nvec4 lpvs_main () {\n  vec3 compScale = scale.xyz * a_texCoord1;\n  vec4 pos = vec4(a_position, 1);\n  #if CC_RENDER_MODE == 1\n    vec4 velocity = vec4(a_color1.xyz, 0);\n  #endif\n  #if !CC_USE_WORLD_SPACE\n    pos = cc_matWorld * pos;\n    #if CC_RENDER_MODE == 1\n      velocity = cc_matWorld * velocity;\n    #endif\n  #endif\n  #if ROTATION_OVER_TIME_MODULE_ENABLE\n    vec3 rotTmp = a_texCoord2;\n    float mulFactor = 1.0;\n    if (rotTmp.x > 10.0 * 0.5) {\n        rotTmp.x -= 10.0;\n        mulFactor = -1.0;\n    }\n    vec4 rot = vec4(rotTmp, 0.0);\n    rot.w = mulFactor * sqrt(abs(1.0 - rot.x * rot.x - rot.y * rot.y - rot.z * rot.z));\n  #else\n    #if CC_RENDER_MODE != 4\n      #if CC_RENDER_MODE == 0\n        vec3 rotEuler = a_texCoord2;\n      #elif CC_RENDER_MODE == 1\n        vec3 rotEuler = vec3(0.);\n      #else\n        vec3 rotEuler = vec3(0., 0., a_texCoord2.z);\n      #endif\n      vec4 rot = quaternionFromEuler(rotEuler);\n    #else\n      vec4 rot = quaternionFromEuler(a_texCoord2);\n    #endif\n  #endif\n  #if CC_RENDER_MODE != 4\n    vec2 cornerOffset = vec2((a_texCoord.xy - 0.5));\n    #if CC_RENDER_MODE == 0 || CC_RENDER_MODE == 3\n      computeVertPos(pos, cornerOffset, rot, compScale, cc_matViewInv);\n    #elif CC_RENDER_MODE == 1\n      computeVertPos(pos, cornerOffset, rot, compScale, cc_cameraPos.xyz, velocity, frameTile_velLenScale.z, frameTile_velLenScale.w, a_texCoord.x);\n    #elif 2\n      computeVertPos(pos, cornerOffset, rot, compScale);\n    #endif\n    color = a_color;\n  #else\n    mat3 rotMat = quatToMat3(rot);\n    mat3 nodeMat = quatToMat3(nodeRotation);\n    rotMat = nodeMat * rotMat;\n    rot = mat3ToQuat(rotMat);\n    mat4 xformNoScale = matrixFromRT(rot, pos.xyz);\n    mat4 xform = matFromRTS(rot, pos.xyz, compScale);\n    pos = xform * vec4(a_texCoord3, 1);\n    vec4 normal = xformNoScale * vec4(a_normal, 0);\n    color = a_color * a_color1;\n  #endif\n  uv = computeUV(a_texCoord.z, a_texCoord.xy, frameTile_velLenScale.xy) * mainTiling_Offset.xy + mainTiling_Offset.zw;\n  pos = cc_matViewProj * pos;\n  return pos;\n}\nvoid main() { gl_Position = lpvs_main(); }","frag":"\nprecision mediump 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};\nvec4 CCFragOutput (vec4 color) {\n  return color;\n}\nlayout(location = 0) in vec2 uv;\nlayout(location = 1) in vec4 color;\nlayout(set = 1, binding = 2) uniform sampler2D mainTexture;\nlayout(set = 1, binding = 1) uniform 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  return CCFragOutput(col);\n}\nlayout(location = 0) out vec4 cc_FragColor;\nvoid main() { cc_FragColor = multiply(); }"},"glsl3":{"vert":"\nprecision highp float;\nvec4 quaternionFromAxis (vec3 xAxis,vec3 yAxis,vec3 zAxis){\n  mat3 m = mat3(xAxis,yAxis,zAxis);\n  float trace = m[0][0] + m[1][1] + m[2][2];\n  vec4 quat;\n  if (trace > 0.) {\n    float s = 0.5 / sqrt(trace + 1.0);\n    quat.w = 0.25 / s;\n    quat.x = (m[2][1] - m[1][2]) * s;\n    quat.y = (m[0][2] - m[2][0]) * s;\n    quat.z = (m[1][0] - m[0][1]) * s;\n  } else if ((m[0][0] > m[1][1]) && (m[0][0] > m[2][2])) {\n    float s = 2.0 * sqrt(1.0 + m[0][0] - m[1][1] - m[2][2]);\n    quat.w = (m[2][1] - m[1][2]) / s;\n    quat.x = 0.25 * s;\n    quat.y = (m[0][1] + m[1][0]) / s;\n    quat.z = (m[0][2] + m[2][0]) / s;\n  } else if (m[1][1] > m[2][2]) {\n    float s = 2.0 * sqrt(1.0 + m[1][1] - m[0][0] - m[2][2]);\n    quat.w = (m[0][2] - m[2][0]) / s;\n    quat.x = (m[0][1] + m[1][0]) / s;\n    quat.y = 0.25 * s;\n    quat.z = (m[1][2] + m[2][1]) / s;\n  } else {\n    float s = 2.0 * sqrt(1.0 + m[2][2] - m[0][0] - m[1][1]);\n    quat.w = (m[1][0] - m[0][1]) / s;\n    quat.x = (m[0][2] + m[2][0]) / s;\n    quat.y = (m[1][2] + m[2][1]) / s;\n    quat.z = 0.25 * s;\n  }\n  float len = quat.x * quat.x + quat.y * quat.y + quat.z * quat.z + quat.w * quat.w;\n  if (len > 0.) {\n    len = 1. / sqrt(len);\n    quat.x = quat.x * len;\n    quat.y = quat.y * len;\n    quat.z = quat.z * len;\n    quat.w = quat.w * len;\n  }\n  return quat;\n}\nvec4 quaternionFromEuler (vec3 angle){\n  float x = angle.x / 2.;\n  float y = angle.y / 2.;\n  float z = angle.z / 2.;\n  float sx = sin(x);\n  float cx = cos(x);\n  float sy = sin(y);\n  float cy = cos(y);\n  float sz = sin(z);\n  float cz = cos(z);\n  vec4 quat = vec4(0);\n  quat.x = sx * cy * cz + cx * sy * sz;\n  quat.y = cx * sy * cz + sx * cy * sz;\n  quat.z = cx * cy * sz - sx * sy * cz;\n  quat.w = cx * cy * cz - sx * sy * sz;\n  return quat;\n}\nmat4 matrixFromRT (vec4 q, vec3 p){\n  float x2 = q.x + q.x;\n  float y2 = q.y + q.y;\n  float z2 = q.z + q.z;\n  float xx = q.x * x2;\n  float xy = q.x * y2;\n  float xz = q.x * z2;\n  float yy = q.y * y2;\n  float yz = q.y * z2;\n  float zz = q.z * z2;\n  float wx = q.w * x2;\n  float wy = q.w * y2;\n  float wz = q.w * z2;\n  return mat4(\n    1. - (yy + zz), xy + wz, xz - wy, 0,\n    xy - wz, 1. - (xx + zz), yz + wx, 0,\n    xz + wy, yz - wx, 1. - (xx + yy), 0,\n    p.x, p.y, p.z, 1\n  );\n}\nmat4 matFromRTS (vec4 q, vec3 t, vec3 s){\n  float x = q.x, y = q.y, z = q.z, w = q.w;\n  float x2 = x + x;\n  float y2 = y + y;\n  float z2 = z + z;\n  float xx = x * x2;\n  float xy = x * y2;\n  float xz = x * z2;\n  float yy = y * y2;\n  float yz = y * z2;\n  float zz = z * z2;\n  float wx = w * x2;\n  float wy = w * y2;\n  float wz = w * z2;\n  float sx = s.x;\n  float sy = s.y;\n  float sz = s.z;\n  return mat4((1. - (yy + zz)) * sx, (xy + wz) * sx, (xz - wy) * sx, 0,\n    (xy - wz) * sy, (1. - (xx + zz)) * sy, (yz + wx) * sy, 0,\n    (xz + wy) * sz, (yz - wx) * sz, (1. - (xx + yy)) * sz, 0,\n    t.x, t.y, t.z, 1);\n}\nvec4 quatMultiply (vec4 a, vec4 b){\n  vec4 quat;\n  quat.x = a.x * b.w + a.w * b.x + a.y * b.z - a.z * b.y;\n  quat.y = a.y * b.w + a.w * b.y + a.z * b.x - a.x * b.z;\n  quat.z = a.z * b.w + a.w * b.z + a.x * b.y - a.y * b.x;\n  quat.w = a.w * b.w - a.x * b.x - a.y * b.y - a.z * b.z;\n  return quat;\n}\nvoid rotateVecFromQuat (inout vec3 v, vec4 q){\n  float ix = q.w * v.x + q.y * v.z - q.z * v.y;\n  float iy = q.w * v.y + q.z * v.x - q.x * v.z;\n  float iz = q.w * v.z + q.x * v.y - q.y * v.x;\n  float iw = -q.x * v.x - q.y * v.y - q.z * v.z;\n  v.x = ix * q.w + iw * -q.x + iy * -q.z - iz * -q.y;\n  v.y = iy * q.w + iw * -q.y + iz * -q.x - ix * -q.z;\n  v.z = iz * q.w + iw * -q.z + ix * -q.y - iy * -q.x;\n}\nvec3 rotateInLocalSpace (vec3 pos, vec3 xAxis, vec3 yAxis, vec3 zAxis, vec4 q){\n  vec4 viewQuat = quaternionFromAxis(xAxis, yAxis, zAxis);\n  vec4 rotQuat = quatMultiply(viewQuat, q);\n  rotateVecFromQuat(pos, rotQuat);\n  return pos;\n}\nmat3 quatToMat3(vec4 q) {\n  vec3 m0 = vec3(\n    1.0 - 2.0 * q.y * q.y - 2.0 * q.z * q.z,\n    2.0 * q.x * q.y + 2.0 * q.w * q.z,\n    2.0 * q.x * q.z - 2.0 * q.w * q.y);\n\tvec3 m1 = vec3(\n    2.0 * q.x * q.y - 2.0 * q.w * q.z,\n    1.0 - 2.0 * q.x * q.x - 2.0 * q.z * q.z,\n    2.0 * q.y * q.z + 2.0 * q.w * q.x);\n\tvec3 m2 = vec3(\n    2.0 * q.x * q.z + 2.0 * q.w * q.y,\n    2.0 * q.y * q.z - 2.0 * q.w * q.x,\n    1.0 - 2.0 * q.x * q.x - 2.0 * q.y * q.y);\n  return mat3(m0, m1, m2);\n}\nvec4 mat3ToQuat(mat3 mat) {\n  float tr = mat[0][0] + mat[1][1] + mat[2][2];\n\tfloat qw, qx, qy, qz;\n  if (tr > 0.0) {\n    float S = sqrt(tr + 1.0) * 2.0;\n\t  float invS = 1.0 / S;\n\t  qw = 0.25 * S;\n\t  qx = (mat[1][2] - mat[2][1]) * invS;\n\t  qy = (mat[2][0] - mat[0][2]) * invS;\n\t  qz = (mat[0][1] - mat[1][0]) * invS;\n  } else if ((mat[0][0] > mat[1][1])&&(mat[0][0] > mat[2][2])) {\n    float S = sqrt(1.0 + mat[0][0] - mat[1][1] - mat[2][2]) * 2.0;\n\t  float invS = 1.0 / S;\n\t  qw = (mat[1][2] - mat[2][1]) * invS;\n\t  qx = 0.25 * S;\n\t  qy = (mat[1][0] + mat[0][1]) * invS;\n\t  qz = (mat[2][0] + mat[0][2]) * invS;\n  } else if (mat[1][1] > mat[2][2]) {\n\t  float S = sqrt(1.0 + mat[1][1] - mat[0][0] - mat[2][2]) * 2.0;\n\t  float invS = 1.0 / S;\n\t  qw = (mat[2][0] - mat[0][2]) * invS;\n\t  qx = (mat[1][0] + mat[0][1]) * invS;\n\t  qy = 0.25 * S;\n\t  qz = (mat[2][1] + mat[1][2]) * invS;\n  } else {\n\t  float S = sqrt(1.0 + mat[2][2] - mat[0][0] - mat[1][1]) * 2.0;\n\t  float invS = 1.0 / S;\n\t  qw = (mat[0][1] - mat[1][0]) * invS;\n\t  qx = (mat[2][0] + mat[0][2]) * invS;\n\t  qy = (mat[2][1] + mat[1][2]) * invS;\n\t  qz = 0.25 * S;\n  }\n  return vec4(qx, qy, qz, qw);\n}\nlayout(std140) uniform Constants {\n  vec4 mainTiling_Offset;\n  vec4 frameTile_velLenScale;\n  vec4 scale;\n  vec4 nodeRotation;\n};\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};\nlayout(std140) uniform CCLocal {\n  highp mat4 cc_matWorld;\n  highp mat4 cc_matWorldIT;\n  highp vec4 cc_lightingMapUVParam;\n};\nout mediump vec2 uv;\nout mediump vec4 color;\nvoid computeVertPos (inout vec4 pos, vec2 vertOffset, vec4 q, vec3 s\n#if CC_RENDER_MODE == 0 || CC_RENDER_MODE == 3\n  , mat4 viewInv\n#endif\n#if CC_RENDER_MODE == 1\n  , vec3 eye\n  , vec4 velocity\n  , float velocityScale\n  , float lengthScale\n  , float xIndex\n#endif\n) {\n#if CC_RENDER_MODE == 0\n  vec3 viewSpaceVert = vec3(vertOffset.x * s.x, vertOffset.y * s.y, 0.);\n  vec3 camX = normalize(vec3(viewInv[0][0], viewInv[1][0], viewInv[2][0]));\n  vec3 camY = normalize(vec3(viewInv[0][1], viewInv[1][1], viewInv[2][1]));\n  vec3 camZ = normalize(vec3(viewInv[0][2], viewInv[1][2], viewInv[2][2]));\n  pos.xyz += rotateInLocalSpace(viewSpaceVert, camX, camY, camZ, q);\n#elif CC_RENDER_MODE == 1\n  vec3 camRight = normalize(cross(pos.xyz - eye, velocity.xyz)) * s.x;\n  vec3 camUp = velocity.xyz * velocityScale + normalize(velocity.xyz) * lengthScale * s.y;\n  pos.xyz += (camRight * abs(vertOffset.x) * sign(vertOffset.y)) - camUp * xIndex;\n#elif CC_RENDER_MODE == 2\n  vec3 viewSpaceVert = vec3(vertOffset.x * s.x, vertOffset.y * s.y, 0.);\n  vec3 camX = vec3(1, 0, 0);\n  vec3 camY = vec3(0, 0, -1);\n  pos.xyz += rotateInLocalSpace(viewSpaceVert, camX, camY, cross(camX, camY), q);\n#elif CC_RENDER_MODE == 3\n  vec3 viewSpaceVert = vec3(vertOffset.x * s.x, vertOffset.y * s.y, 0.);\n  rotateVecFromQuat(viewSpaceVert, q);\n  vec3 camX = normalize(vec3(cc_matView[0][0], cc_matView[1][0], cc_matView[2][0]));\n  vec3 camY = vec3(0, 1, 0);\n  vec3 offset = camX * viewSpaceVert.x + camY * viewSpaceVert.y;\n  pos.xyz += offset;\n#else\n  pos.x += vertOffset.x;\n  pos.y += vertOffset.y;\n#endif\n}\nvec2 computeUV (float frameIndex, vec2 vertIndex, vec2 frameTile){\n  vec2 aniUV = vec2(0, floor(frameIndex * frameTile.y));\n  aniUV.x = floor(frameIndex * frameTile.x * frameTile.y - aniUV.y * frameTile.x);\n#if CC_RENDER_MODE != 4\n  vertIndex.y = 1. - vertIndex.y;\n#endif\n  return (aniUV.xy + vertIndex) / vec2(frameTile.x, frameTile.y);\n}\nin vec3 a_position;\nin vec3 a_texCoord;\nin vec3 a_texCoord1;\nin vec3 a_texCoord2;\nin vec4 a_color;\n#if CC_RENDER_MODE == 1\n  in vec3 a_color1;\n#endif\n#if CC_RENDER_MODE == 4\n  in vec3 a_texCoord3;\n  in vec3 a_normal;\n  in vec4 a_color1;\n#endif\nvec4 lpvs_main () {\n  vec3 compScale = scale.xyz * a_texCoord1;\n  vec4 pos = vec4(a_position, 1);\n  #if CC_RENDER_MODE == 1\n    vec4 velocity = vec4(a_color1.xyz, 0);\n  #endif\n  #if !CC_USE_WORLD_SPACE\n    pos = cc_matWorld * pos;\n    #if CC_RENDER_MODE == 1\n      velocity = cc_matWorld * velocity;\n    #endif\n  #endif\n  #if ROTATION_OVER_TIME_MODULE_ENABLE\n    vec3 rotTmp = a_texCoord2;\n    float mulFactor = 1.0;\n    if (rotTmp.x > 10.0 * 0.5) {\n        rotTmp.x -= 10.0;\n        mulFactor = -1.0;\n    }\n    vec4 rot = vec4(rotTmp, 0.0);\n    rot.w = mulFactor * sqrt(abs(1.0 - rot.x * rot.x - rot.y * rot.y - rot.z * rot.z));\n  #else\n    #if CC_RENDER_MODE != 4\n      #if CC_RENDER_MODE == 0\n        vec3 rotEuler = a_texCoord2;\n      #elif CC_RENDER_MODE == 1\n        vec3 rotEuler = vec3(0.);\n      #else\n        vec3 rotEuler = vec3(0., 0., a_texCoord2.z);\n      #endif\n      vec4 rot = quaternionFromEuler(rotEuler);\n    #else\n      vec4 rot = quaternionFromEuler(a_texCoord2);\n    #endif\n  #endif\n  #if CC_RENDER_MODE != 4\n    vec2 cornerOffset = vec2((a_texCoord.xy - 0.5));\n    #if CC_RENDER_MODE == 0 || CC_RENDER_MODE == 3\n      computeVertPos(pos, cornerOffset, rot, compScale, cc_matViewInv);\n    #elif CC_RENDER_MODE == 1\n      computeVertPos(pos, cornerOffset, rot, compScale, cc_cameraPos.xyz, velocity, frameTile_velLenScale.z, frameTile_velLenScale.w, a_texCoord.x);\n    #elif 2\n      computeVertPos(pos, cornerOffset, rot, compScale);\n    #endif\n    color = a_color;\n  #else\n    mat3 rotMat = quatToMat3(rot);\n    mat3 nodeMat = quatToMat3(nodeRotation);\n    rotMat = nodeMat * rotMat;\n    rot = mat3ToQuat(rotMat);\n    mat4 xformNoScale = matrixFromRT(rot, pos.xyz);\n    mat4 xform = matFromRTS(rot, pos.xyz, compScale);\n    pos = xform * vec4(a_texCoord3, 1);\n    vec4 normal = xformNoScale * vec4(a_normal, 0);\n    color = a_color * a_color1;\n  #endif\n  uv = computeUV(a_texCoord.z, a_texCoord.xy, frameTile_velLenScale.xy) * mainTiling_Offset.xy + mainTiling_Offset.zw;\n  pos = cc_matViewProj * pos;\n  return pos;\n}\nvoid main() { gl_Position = lpvs_main(); }","frag":"\nprecision mediump 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};\nvec4 CCFragOutput (vec4 color) {\n  return color;\n}\nin vec2 uv;\nin vec4 color;\nuniform sampler2D mainTexture;\nlayout(std140) uniform 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  return CCFragOutput(col);\n}\nlayout(location = 0) out vec4 cc_FragColor;\nvoid main() { cc_FragColor = multiply(); }"},"glsl1":{"vert":"\nprecision highp float;\nvec4 quaternionFromAxis (vec3 xAxis,vec3 yAxis,vec3 zAxis){\n  mat3 m = mat3(xAxis,yAxis,zAxis);\n  float trace = m[0][0] + m[1][1] + m[2][2];\n  vec4 quat;\n  if (trace > 0.) {\n    float s = 0.5 / sqrt(trace + 1.0);\n    quat.w = 0.25 / s;\n    quat.x = (m[2][1] - m[1][2]) * s;\n    quat.y = (m[0][2] - m[2][0]) * s;\n    quat.z = (m[1][0] - m[0][1]) * s;\n  } else if ((m[0][0] > m[1][1]) && (m[0][0] > m[2][2])) {\n    float s = 2.0 * sqrt(1.0 + m[0][0] - m[1][1] - m[2][2]);\n    quat.w = (m[2][1] - m[1][2]) / s;\n    quat.x = 0.25 * s;\n    quat.y = (m[0][1] + m[1][0]) / s;\n    quat.z = (m[0][2] + m[2][0]) / s;\n  } else if (m[1][1] > m[2][2]) {\n    float s = 2.0 * sqrt(1.0 + m[1][1] - m[0][0] - m[2][2]);\n    quat.w = (m[0][2] - m[2][0]) / s;\n    quat.x = (m[0][1] + m[1][0]) / s;\n    quat.y = 0.25 * s;\n    quat.z = (m[1][2] + m[2][1]) / s;\n  } else {\n    float s = 2.0 * sqrt(1.0 + m[2][2] - m[0][0] - m[1][1]);\n    quat.w = (m[1][0] - m[0][1]) / s;\n    quat.x = (m[0][2] + m[2][0]) / s;\n    quat.y = (m[1][2] + m[2][1]) / s;\n    quat.z = 0.25 * s;\n  }\n  float len = quat.x * quat.x + quat.y * quat.y + quat.z * quat.z + quat.w * quat.w;\n  if (len > 0.) {\n    len = 1. / sqrt(len);\n    quat.x = quat.x * len;\n    quat.y = quat.y * len;\n    quat.z = quat.z * len;\n    quat.w = quat.w * len;\n  }\n  return quat;\n}\nvec4 quaternionFromEuler (vec3 angle){\n  float x = angle.x / 2.;\n  float y = angle.y / 2.;\n  float z = angle.z / 2.;\n  float sx = sin(x);\n  float cx = cos(x);\n  float sy = sin(y);\n  float cy = cos(y);\n  float sz = sin(z);\n  float cz = cos(z);\n  vec4 quat = vec4(0);\n  quat.x = sx * cy * cz + cx * sy * sz;\n  quat.y = cx * sy * cz + sx * cy * sz;\n  quat.z = cx * cy * sz - sx * sy * cz;\n  quat.w = cx * cy * cz - sx * sy * sz;\n  return quat;\n}\nmat4 matrixFromRT (vec4 q, vec3 p){\n  float x2 = q.x + q.x;\n  float y2 = q.y + q.y;\n  float z2 = q.z + q.z;\n  float xx = q.x * x2;\n  float xy = q.x * y2;\n  float xz = q.x * z2;\n  float yy = q.y * y2;\n  float yz = q.y * z2;\n  float zz = q.z * z2;\n  float wx = q.w * x2;\n  float wy = q.w * y2;\n  float wz = q.w * z2;\n  return mat4(\n    1. - (yy + zz), xy + wz, xz - wy, 0,\n    xy - wz, 1. - (xx + zz), yz + wx, 0,\n    xz + wy, yz - wx, 1. - (xx + yy), 0,\n    p.x, p.y, p.z, 1\n  );\n}\nmat4 matFromRTS (vec4 q, vec3 t, vec3 s){\n  float x = q.x, y = q.y, z = q.z, w = q.w;\n  float x2 = x + x;\n  float y2 = y + y;\n  float z2 = z + z;\n  float xx = x * x2;\n  float xy = x * y2;\n  float xz = x * z2;\n  float yy = y * y2;\n  float yz = y * z2;\n  float zz = z * z2;\n  float wx = w * x2;\n  float wy = w * y2;\n  float wz = w * z2;\n  float sx = s.x;\n  float sy = s.y;\n  float sz = s.z;\n  return mat4((1. - (yy + zz)) * sx, (xy + wz) * sx, (xz - wy) * sx, 0,\n    (xy - wz) * sy, (1. - (xx + zz)) * sy, (yz + wx) * sy, 0,\n    (xz + wy) * sz, (yz - wx) * sz, (1. - (xx + yy)) * sz, 0,\n    t.x, t.y, t.z, 1);\n}\nvec4 quatMultiply (vec4 a, vec4 b){\n  vec4 quat;\n  quat.x = a.x * b.w + a.w * b.x + a.y * b.z - a.z * b.y;\n  quat.y = a.y * b.w + a.w * b.y + a.z * b.x - a.x * b.z;\n  quat.z = a.z * b.w + a.w * b.z + a.x * b.y - a.y * b.x;\n  quat.w = a.w * b.w - a.x * b.x - a.y * b.y - a.z * b.z;\n  return quat;\n}\nvoid rotateVecFromQuat (inout vec3 v, vec4 q){\n  float ix = q.w * v.x + q.y * v.z - q.z * v.y;\n  float iy = q.w * v.y + q.z * v.x - q.x * v.z;\n  float iz = q.w * v.z + q.x * v.y - q.y * v.x;\n  float iw = -q.x * v.x - q.y * v.y - q.z * v.z;\n  v.x = ix * q.w + iw * -q.x + iy * -q.z - iz * -q.y;\n  v.y = iy * q.w + iw * -q.y + iz * -q.x - ix * -q.z;\n  v.z = iz * q.w + iw * -q.z + ix * -q.y - iy * -q.x;\n}\nvec3 rotateInLocalSpace (vec3 pos, vec3 xAxis, vec3 yAxis, vec3 zAxis, vec4 q){\n  vec4 viewQuat = quaternionFromAxis(xAxis, yAxis, zAxis);\n  vec4 rotQuat = quatMultiply(viewQuat, q);\n  rotateVecFromQuat(pos, rotQuat);\n  return pos;\n}\nmat3 quatToMat3(vec4 q) {\n  vec3 m0 = vec3(\n    1.0 - 2.0 * q.y * q.y - 2.0 * q.z * q.z,\n    2.0 * q.x * q.y + 2.0 * q.w * q.z,\n    2.0 * q.x * q.z - 2.0 * q.w * q.y);\n\tvec3 m1 = vec3(\n    2.0 * q.x * q.y - 2.0 * q.w * q.z,\n    1.0 - 2.0 * q.x * q.x - 2.0 * q.z * q.z,\n    2.0 * q.y * q.z + 2.0 * q.w * q.x);\n\tvec3 m2 = vec3(\n    2.0 * q.x * q.z + 2.0 * q.w * q.y,\n    2.0 * q.y * q.z - 2.0 * q.w * q.x,\n    1.0 - 2.0 * q.x * q.x - 2.0 * q.y * q.y);\n  return mat3(m0, m1, m2);\n}\nvec4 mat3ToQuat(mat3 mat) {\n  float tr = mat[0][0] + mat[1][1] + mat[2][2];\n\tfloat qw, qx, qy, qz;\n  if (tr > 0.0) {\n    float S = sqrt(tr + 1.0) * 2.0;\n\t  float invS = 1.0 / S;\n\t  qw = 0.25 * S;\n\t  qx = (mat[1][2] - mat[2][1]) * invS;\n\t  qy = (mat[2][0] - mat[0][2]) * invS;\n\t  qz = (mat[0][1] - mat[1][0]) * invS;\n  } else if ((mat[0][0] > mat[1][1])&&(mat[0][0] > mat[2][2])) {\n    float S = sqrt(1.0 + mat[0][0] - mat[1][1] - mat[2][2]) * 2.0;\n\t  float invS = 1.0 / S;\n\t  qw = (mat[1][2] - mat[2][1]) * invS;\n\t  qx = 0.25 * S;\n\t  qy = (mat[1][0] + mat[0][1]) * invS;\n\t  qz = (mat[2][0] + mat[0][2]) * invS;\n  } else if (mat[1][1] > mat[2][2]) {\n\t  float S = sqrt(1.0 + mat[1][1] - mat[0][0] - mat[2][2]) * 2.0;\n\t  float invS = 1.0 / S;\n\t  qw = (mat[2][0] - mat[0][2]) * invS;\n\t  qx = (mat[1][0] + mat[0][1]) * invS;\n\t  qy = 0.25 * S;\n\t  qz = (mat[2][1] + mat[1][2]) * invS;\n  } else {\n\t  float S = sqrt(1.0 + mat[2][2] - mat[0][0] - mat[1][1]) * 2.0;\n\t  float invS = 1.0 / S;\n\t  qw = (mat[0][1] - mat[1][0]) * invS;\n\t  qx = (mat[2][0] + mat[0][2]) * invS;\n\t  qy = (mat[2][1] + mat[1][2]) * invS;\n\t  qz = 0.25 * S;\n  }\n  return vec4(qx, qy, qz, qw);\n}\n   uniform vec4 mainTiling_Offset;\n   uniform vec4 frameTile_velLenScale;\n   uniform vec4 scale;\n   uniform vec4 nodeRotation;\nuniform highp mat4 cc_matView;\n  uniform highp mat4 cc_matViewInv;\n  uniform highp mat4 cc_matViewProj;\n  uniform highp vec4 cc_cameraPos;\nuniform highp mat4 cc_matWorld;\nvarying mediump vec2 uv;\nvarying mediump vec4 color;\nvoid computeVertPos (inout vec4 pos, vec2 vertOffset, vec4 q, vec3 s\n#if CC_RENDER_MODE == 0 || CC_RENDER_MODE == 3\n  , mat4 viewInv\n#endif\n#if CC_RENDER_MODE == 1\n  , vec3 eye\n  , vec4 velocity\n  , float velocityScale\n  , float lengthScale\n  , float xIndex\n#endif\n) {\n#if CC_RENDER_MODE == 0\n  vec3 viewSpaceVert = vec3(vertOffset.x * s.x, vertOffset.y * s.y, 0.);\n  vec3 camX = normalize(vec3(viewInv[0][0], viewInv[1][0], viewInv[2][0]));\n  vec3 camY = normalize(vec3(viewInv[0][1], viewInv[1][1], viewInv[2][1]));\n  vec3 camZ = normalize(vec3(viewInv[0][2], viewInv[1][2], viewInv[2][2]));\n  pos.xyz += rotateInLocalSpace(viewSpaceVert, camX, camY, camZ, q);\n#elif CC_RENDER_MODE == 1\n  vec3 camRight = normalize(cross(pos.xyz - eye, velocity.xyz)) * s.x;\n  vec3 camUp = velocity.xyz * velocityScale + normalize(velocity.xyz) * lengthScale * s.y;\n  pos.xyz += (camRight * abs(vertOffset.x) * sign(vertOffset.y)) - camUp * xIndex;\n#elif CC_RENDER_MODE == 2\n  vec3 viewSpaceVert = vec3(vertOffset.x * s.x, vertOffset.y * s.y, 0.);\n  vec3 camX = vec3(1, 0, 0);\n  vec3 camY = vec3(0, 0, -1);\n  pos.xyz += rotateInLocalSpace(viewSpaceVert, camX, camY, cross(camX, camY), q);\n#elif CC_RENDER_MODE == 3\n  vec3 viewSpaceVert = vec3(vertOffset.x * s.x, vertOffset.y * s.y, 0.);\n  rotateVecFromQuat(viewSpaceVert, q);\n  vec3 camX = normalize(vec3(cc_matView[0][0], cc_matView[1][0], cc_matView[2][0]));\n  vec3 camY = vec3(0, 1, 0);\n  vec3 offset = camX * viewSpaceVert.x + camY * viewSpaceVert.y;\n  pos.xyz += offset;\n#else\n  pos.x += vertOffset.x;\n  pos.y += vertOffset.y;\n#endif\n}\nvec2 computeUV (float frameIndex, vec2 vertIndex, vec2 frameTile){\n  vec2 aniUV = vec2(0, floor(frameIndex * frameTile.y));\n  aniUV.x = floor(frameIndex * frameTile.x * frameTile.y - aniUV.y * frameTile.x);\n#if CC_RENDER_MODE != 4\n  vertIndex.y = 1. - vertIndex.y;\n#endif\n  return (aniUV.xy + vertIndex) / vec2(frameTile.x, frameTile.y);\n}\nattribute vec3 a_position;\nattribute vec3 a_texCoord;\nattribute vec3 a_texCoord1;\nattribute vec3 a_texCoord2;\nattribute vec4 a_color;\n#if CC_RENDER_MODE == 1\n  attribute vec3 a_color1;\n#endif\n#if CC_RENDER_MODE == 4\n  attribute vec3 a_texCoord3;\n  attribute vec3 a_normal;\n  attribute vec4 a_color1;\n#endif\nvec4 lpvs_main () {\n  vec3 compScale = scale.xyz * a_texCoord1;\n  vec4 pos = vec4(a_position, 1);\n  #if CC_RENDER_MODE == 1\n    vec4 velocity = vec4(a_color1.xyz, 0);\n  #endif\n  #if !CC_USE_WORLD_SPACE\n    pos = cc_matWorld * pos;\n    #if CC_RENDER_MODE == 1\n      velocity = cc_matWorld * velocity;\n    #endif\n  #endif\n  #if ROTATION_OVER_TIME_MODULE_ENABLE\n    vec3 rotTmp = a_texCoord2;\n    float mulFactor = 1.0;\n    if (rotTmp.x > 10.0 * 0.5) {\n        rotTmp.x -= 10.0;\n        mulFactor = -1.0;\n    }\n    vec4 rot = vec4(rotTmp, 0.0);\n    rot.w = mulFactor * sqrt(abs(1.0 - rot.x * rot.x - rot.y * rot.y - rot.z * rot.z));\n  #else\n    #if CC_RENDER_MODE != 4\n      #if CC_RENDER_MODE == 0\n        vec3 rotEuler = a_texCoord2;\n      #elif CC_RENDER_MODE == 1\n        vec3 rotEuler = vec3(0.);\n      #else\n        vec3 rotEuler = vec3(0., 0., a_texCoord2.z);\n      #endif\n      vec4 rot = quaternionFromEuler(rotEuler);\n    #else\n      vec4 rot = quaternionFromEuler(a_texCoord2);\n    #endif\n  #endif\n  #if CC_RENDER_MODE != 4\n    vec2 cornerOffset = vec2((a_texCoord.xy - 0.5));\n    #if CC_RENDER_MODE == 0 || CC_RENDER_MODE == 3\n      computeVertPos(pos, cornerOffset, rot, compScale, cc_matViewInv);\n    #elif CC_RENDER_MODE == 1\n      computeVertPos(pos, cornerOffset, rot, compScale, cc_cameraPos.xyz, velocity, frameTile_velLenScale.z, frameTile_velLenScale.w, a_texCoord.x);\n    #elif 2\n      computeVertPos(pos, cornerOffset, rot, compScale);\n    #endif\n    color = a_color;\n  #else\n    mat3 rotMat = quatToMat3(rot);\n    mat3 nodeMat = quatToMat3(nodeRotation);\n    rotMat = nodeMat * rotMat;\n    rot = mat3ToQuat(rotMat);\n    mat4 xformNoScale = matrixFromRT(rot, pos.xyz);\n    mat4 xform = matFromRTS(rot, pos.xyz, compScale);\n    pos = xform * vec4(a_texCoord3, 1);\n    vec4 normal = xformNoScale * vec4(a_normal, 0);\n    color = a_color * a_color1;\n  #endif\n  uv = computeUV(a_texCoord.z, a_texCoord.xy, frameTile_velLenScale.xy) * mainTiling_Offset.xy + mainTiling_Offset.zw;\n  pos = cc_matViewProj * pos;\n  return pos;\n}\nvoid main() { gl_Position = lpvs_main(); }","frag":"\nprecision mediump float;\nvec4 CCFragOutput (vec4 color) {\n  return color;\n}\nvarying vec2 uv;\nvarying vec4 color;\nuniform sampler2D mainTexture;\n  uniform 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  return CCFragOutput(col);\n}\nvoid main() { gl_FragColor = multiply(); }"},"builtins":{"globals":{"blocks":[{"name":"CCGlobal","defines":[]},{"name":"CCCamera","defines":[]}],"samplerTextures":[],"buffers":[],"images":[]},"locals":{"blocks":[{"name":"CCLocal","defines":[]}],"samplerTextures":[],"buffers":[],"images":[]},"statistics":{"CC_EFFECT_USED_VERTEX_UNIFORM_VECTORS":52,"CC_EFFECT_USED_FRAGMENT_UNIFORM_VECTORS":40}},"defines":[{"name":"CC_RENDER_MODE","type":"number","defines":[],"range":[0,4]},{"name":"CC_USE_WORLD_SPACE","type":"boolean","defines":[]},{"name":"ROTATION_OVER_TIME_MODULE_ENABLE","type":"boolean","defines":[]}]},{"hash":1759026248,"name":"builtin-particle|particle-vs-legacy:lpvs_main|no-tint-fs:addSmooth","blocks":[{"name":"Constants","stageFlags":1,"binding":0,"members":[{"name":"mainTiling_Offset","type":16,"count":1},{"name":"frameTile_velLenScale","type":16,"count":1},{"name":"scale","type":16,"count":1},{"name":"nodeRotation","type":16,"count":1}],"defines":[]}],"samplerTextures":[{"name":"mainTexture","type":28,"count":1,"stageFlags":16,"binding":1,"defines":[]}],"samplers":[],"textures":[],"buffers":[],"images":[],"subpassInputs":[],"attributes":[{"name":"a_position","format":32,"location":0,"defines":[]},{"name":"a_texCoord","format":32,"location":1,"defines":[]},{"name":"a_texCoord1","format":32,"location":2,"defines":[]},{"name":"a_texCoord2","format":32,"location":3,"defines":[]},{"name":"a_color","format":44,"location":4,"defines":[]},{"name":"a_color1","format":32,"location":8,"defines":["CC_RENDER_MODE"]},{"name":"a_texCoord3","format":32,"location":6,"defines":["CC_RENDER_MODE"]},{"name":"a_normal","format":32,"location":7,"defines":["CC_RENDER_MODE"]}],"varyings":[{"name":"uv","type":14,"count":1,"stageFlags":17,"location":0,"defines":[]},{"name":"color","type":16,"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;\nvec4 quaternionFromAxis (vec3 xAxis,vec3 yAxis,vec3 zAxis){\n  mat3 m = mat3(xAxis,yAxis,zAxis);\n  float trace = m[0][0] + m[1][1] + m[2][2];\n  vec4 quat;\n  if (trace > 0.) {\n    float s = 0.5 / sqrt(trace + 1.0);\n    quat.w = 0.25 / s;\n    quat.x = (m[2][1] - m[1][2]) * s;\n    quat.y = (m[0][2] - m[2][0]) * s;\n    quat.z = (m[1][0] - m[0][1]) * s;\n  } else if ((m[0][0] > m[1][1]) && (m[0][0] > m[2][2])) {\n    float s = 2.0 * sqrt(1.0 + m[0][0] - m[1][1] - m[2][2]);\n    quat.w = (m[2][1] - m[1][2]) / s;\n    quat.x = 0.25 * s;\n    quat.y = (m[0][1] + m[1][0]) / s;\n    quat.z = (m[0][2] + m[2][0]) / s;\n  } else if (m[1][1] > m[2][2]) {\n    float s = 2.0 * sqrt(1.0 + m[1][1] - m[0][0] - m[2][2]);\n    quat.w = (m[0][2] - m[2][0]) / s;\n    quat.x = (m[0][1] + m[1][0]) / s;\n    quat.y = 0.25 * s;\n    quat.z = (m[1][2] + m[2][1]) / s;\n  } else {\n    float s = 2.0 * sqrt(1.0 + m[2][2] - m[0][0] - m[1][1]);\n    quat.w = (m[1][0] - m[0][1]) / s;\n    quat.x = (m[0][2] + m[2][0]) / s;\n    quat.y = (m[1][2] + m[2][1]) / s;\n    quat.z = 0.25 * s;\n  }\n  float len = quat.x * quat.x + quat.y * quat.y + quat.z * quat.z + quat.w * quat.w;\n  if (len > 0.) {\n    len = 1. / sqrt(len);\n    quat.x = quat.x * len;\n    quat.y = quat.y * len;\n    quat.z = quat.z * len;\n    quat.w = quat.w * len;\n  }\n  return quat;\n}\nvec4 quaternionFromEuler (vec3 angle){\n  float x = angle.x / 2.;\n  float y = angle.y / 2.;\n  float z = angle.z / 2.;\n  float sx = sin(x);\n  float cx = cos(x);\n  float sy = sin(y);\n  float cy = cos(y);\n  float sz = sin(z);\n  float cz = cos(z);\n  vec4 quat = vec4(0);\n  quat.x = sx * cy * cz + cx * sy * sz;\n  quat.y = cx * sy * cz + sx * cy * sz;\n  quat.z = cx * cy * sz - sx * sy * cz;\n  quat.w = cx * cy * cz - sx * sy * sz;\n  return quat;\n}\nmat4 matrixFromRT (vec4 q, vec3 p){\n  float x2 = q.x + q.x;\n  float y2 = q.y + q.y;\n  float z2 = q.z + q.z;\n  float xx = q.x * x2;\n  float xy = q.x * y2;\n  float xz = q.x * z2;\n  float yy = q.y * y2;\n  float yz = q.y * z2;\n  float zz = q.z * z2;\n  float wx = q.w * x2;\n  float wy = q.w * y2;\n  float wz = q.w * z2;\n  return mat4(\n    1. - (yy + zz), xy + wz, xz - wy, 0,\n    xy - wz, 1. - (xx + zz), yz + wx, 0,\n    xz + wy, yz - wx, 1. - (xx + yy), 0,\n    p.x, p.y, p.z, 1\n  );\n}\nmat4 matFromRTS (vec4 q, vec3 t, vec3 s){\n  float x = q.x, y = q.y, z = q.z, w = q.w;\n  float x2 = x + x;\n  float y2 = y + y;\n  float z2 = z + z;\n  float xx = x * x2;\n  float xy = x * y2;\n  float xz = x * z2;\n  float yy = y * y2;\n  float yz = y * z2;\n  float zz = z * z2;\n  float wx = w * x2;\n  float wy = w * y2;\n  float wz = w * z2;\n  float sx = s.x;\n  float sy = s.y;\n  float sz = s.z;\n  return mat4((1. - (yy + zz)) * sx, (xy + wz) * sx, (xz - wy) * sx, 0,\n    (xy - wz) * sy, (1. - (xx + zz)) * sy, (yz + wx) * sy, 0,\n    (xz + wy) * sz, (yz - wx) * sz, (1. - (xx + yy)) * sz, 0,\n    t.x, t.y, t.z, 1);\n}\nvec4 quatMultiply (vec4 a, vec4 b){\n  vec4 quat;\n  quat.x = a.x * b.w + a.w * b.x + a.y * b.z - a.z * b.y;\n  quat.y = a.y * b.w + a.w * b.y + a.z * b.x - a.x * b.z;\n  quat.z = a.z * b.w + a.w * b.z + a.x * b.y - a.y * b.x;\n  quat.w = a.w * b.w - a.x * b.x - a.y * b.y - a.z * b.z;\n  return quat;\n}\nvoid rotateVecFromQuat (inout vec3 v, vec4 q){\n  float ix = q.w * v.x + q.y * v.z - q.z * v.y;\n  float iy = q.w * v.y + q.z * v.x - q.x * v.z;\n  float iz = q.w * v.z + q.x * v.y - q.y * v.x;\n  float iw = -q.x * v.x - q.y * v.y - q.z * v.z;\n  v.x = ix * q.w + iw * -q.x + iy * -q.z - iz * -q.y;\n  v.y = iy * q.w + iw * -q.y + iz * -q.x - ix * -q.z;\n  v.z = iz * q.w + iw * -q.z + ix * -q.y - iy * -q.x;\n}\nvec3 rotateInLocalSpace (vec3 pos, vec3 xAxis, vec3 yAxis, vec3 zAxis, vec4 q){\n  vec4 viewQuat = quaternionFromAxis(xAxis, yAxis, zAxis);\n  vec4 rotQuat = quatMultiply(viewQuat, q);\n  rotateVecFromQuat(pos, rotQuat);\n  return pos;\n}\nmat3 quatToMat3(vec4 q) {\n  vec3 m0 = vec3(\n    1.0 - 2.0 * q.y * q.y - 2.0 * q.z * q.z,\n    2.0 * q.x * q.y + 2.0 * q.w * q.z,\n    2.0 * q.x * q.z - 2.0 * q.w * q.y);\n\tvec3 m1 = vec3(\n    2.0 * q.x * q.y - 2.0 * q.w * q.z,\n    1.0 - 2.0 * q.x * q.x - 2.0 * q.z * q.z,\n    2.0 * q.y * q.z + 2.0 * q.w * q.x);\n\tvec3 m2 = vec3(\n    2.0 * q.x * q.z + 2.0 * q.w * q.y,\n    2.0 * q.y * q.z - 2.0 * q.w * q.x,\n    1.0 - 2.0 * q.x * q.x - 2.0 * q.y * q.y);\n  return mat3(m0, m1, m2);\n}\nvec4 mat3ToQuat(mat3 mat) {\n  float tr = mat[0][0] + mat[1][1] + mat[2][2];\n\tfloat qw, qx, qy, qz;\n  if (tr > 0.0) {\n    float S = sqrt(tr + 1.0) * 2.0;\n\t  float invS = 1.0 / S;\n\t  qw = 0.25 * S;\n\t  qx = (mat[1][2] - mat[2][1]) * invS;\n\t  qy = (mat[2][0] - mat[0][2]) * invS;\n\t  qz = (mat[0][1] - mat[1][0]) * invS;\n  } else if ((mat[0][0] > mat[1][1])&&(mat[0][0] > mat[2][2])) {\n    float S = sqrt(1.0 + mat[0][0] - mat[1][1] - mat[2][2]) * 2.0;\n\t  float invS = 1.0 / S;\n\t  qw = (mat[1][2] - mat[2][1]) * invS;\n\t  qx = 0.25 * S;\n\t  qy = (mat[1][0] + mat[0][1]) * invS;\n\t  qz = (mat[2][0] + mat[0][2]) * invS;\n  } else if (mat[1][1] > mat[2][2]) {\n\t  float S = sqrt(1.0 + mat[1][1] - mat[0][0] - mat[2][2]) * 2.0;\n\t  float invS = 1.0 / S;\n\t  qw = (mat[2][0] - mat[0][2]) * invS;\n\t  qx = (mat[1][0] + mat[0][1]) * invS;\n\t  qy = 0.25 * S;\n\t  qz = (mat[2][1] + mat[1][2]) * invS;\n  } else {\n\t  float S = sqrt(1.0 + mat[2][2] - mat[0][0] - mat[1][1]) * 2.0;\n\t  float invS = 1.0 / S;\n\t  qw = (mat[0][1] - mat[1][0]) * invS;\n\t  qx = (mat[2][0] + mat[0][2]) * invS;\n\t  qy = (mat[2][1] + mat[1][2]) * invS;\n\t  qz = 0.25 * S;\n  }\n  return vec4(qx, qy, qz, qw);\n}\nlayout(set = 1, binding = 0) uniform Constants {\n  vec4 mainTiling_Offset;\n  vec4 frameTile_velLenScale;\n  vec4 scale;\n  vec4 nodeRotation;\n};\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};\nlayout(set = 2, binding = 0) uniform CCLocal {\n  highp mat4 cc_matWorld;\n  highp mat4 cc_matWorldIT;\n  highp vec4 cc_lightingMapUVParam;\n};\nlayout(location = 0) out mediump vec2 uv;\nlayout(location = 1) out mediump vec4 color;\nvoid computeVertPos (inout vec4 pos, vec2 vertOffset, vec4 q, vec3 s\n#if CC_RENDER_MODE == 0 || CC_RENDER_MODE == 3\n  , mat4 viewInv\n#endif\n#if CC_RENDER_MODE == 1\n  , vec3 eye\n  , vec4 velocity\n  , float velocityScale\n  , float lengthScale\n  , float xIndex\n#endif\n) {\n#if CC_RENDER_MODE == 0\n  vec3 viewSpaceVert = vec3(vertOffset.x * s.x, vertOffset.y * s.y, 0.);\n  vec3 camX = normalize(vec3(viewInv[0][0], viewInv[1][0], viewInv[2][0]));\n  vec3 camY = normalize(vec3(viewInv[0][1], viewInv[1][1], viewInv[2][1]));\n  vec3 camZ = normalize(vec3(viewInv[0][2], viewInv[1][2], viewInv[2][2]));\n  pos.xyz += rotateInLocalSpace(viewSpaceVert, camX, camY, camZ, q);\n#elif CC_RENDER_MODE == 1\n  vec3 camRight = normalize(cross(pos.xyz - eye, velocity.xyz)) * s.x;\n  vec3 camUp = velocity.xyz * velocityScale + normalize(velocity.xyz) * lengthScale * s.y;\n  pos.xyz += (camRight * abs(vertOffset.x) * sign(vertOffset.y)) - camUp * xIndex;\n#elif CC_RENDER_MODE == 2\n  vec3 viewSpaceVert = vec3(vertOffset.x * s.x, vertOffset.y * s.y, 0.);\n  vec3 camX = vec3(1, 0, 0);\n  vec3 camY = vec3(0, 0, -1);\n  pos.xyz += rotateInLocalSpace(viewSpaceVert, camX, camY, cross(camX, camY), q);\n#elif CC_RENDER_MODE == 3\n  vec3 viewSpaceVert = vec3(vertOffset.x * s.x, vertOffset.y * s.y, 0.);\n  rotateVecFromQuat(viewSpaceVert, q);\n  vec3 camX = normalize(vec3(cc_matView[0][0], cc_matView[1][0], cc_matView[2][0]));\n  vec3 camY = vec3(0, 1, 0);\n  vec3 offset = camX * viewSpaceVert.x + camY * viewSpaceVert.y;\n  pos.xyz += offset;\n#else\n  pos.x += vertOffset.x;\n  pos.y += vertOffset.y;\n#endif\n}\nvec2 computeUV (float frameIndex, vec2 vertIndex, vec2 frameTile){\n  vec2 aniUV = vec2(0, floor(frameIndex * frameTile.y));\n  aniUV.x = floor(frameIndex * frameTile.x * frameTile.y - aniUV.y * frameTile.x);\n#if CC_RENDER_MODE != 4\n  vertIndex.y = 1. - vertIndex.y;\n#endif\n  return (aniUV.xy + vertIndex) / vec2(frameTile.x, frameTile.y);\n}\nlayout(location = 0) in vec3 a_position;\nlayout(location = 1) in vec3 a_texCoord;\nlayout(location = 2) in vec3 a_texCoord1;\nlayout(location = 3) in vec3 a_texCoord2;\nlayout(location = 4) in vec4 a_color;\n#if CC_RENDER_MODE == 1\n  layout(location = 8) in vec3 a_color1;\n#endif\n#if CC_RENDER_MODE == 4\n  layout(location = 6) in vec3 a_texCoord3;\n  layout(location = 7) in vec3 a_normal;\n  layout(location = 8) in vec4 a_color1;\n#endif\nvec4 lpvs_main () {\n  vec3 compScale = scale.xyz * a_texCoord1;\n  vec4 pos = vec4(a_position, 1);\n  #if CC_RENDER_MODE == 1\n    vec4 velocity = vec4(a_color1.xyz, 0);\n  #endif\n  #if !CC_USE_WORLD_SPACE\n    pos = cc_matWorld * pos;\n    #if CC_RENDER_MODE == 1\n      velocity = cc_matWorld * velocity;\n    #endif\n  #endif\n  #if ROTATION_OVER_TIME_MODULE_ENABLE\n    vec3 rotTmp = a_texCoord2;\n    float mulFactor = 1.0;\n    if (rotTmp.x > 10.0 * 0.5) {\n        rotTmp.x -= 10.0;\n        mulFactor = -1.0;\n    }\n    vec4 rot = vec4(rotTmp, 0.0);\n    rot.w = mulFactor * sqrt(abs(1.0 - rot.x * rot.x - rot.y * rot.y - rot.z * rot.z));\n  #else\n    #if CC_RENDER_MODE != 4\n      #if CC_RENDER_MODE == 0\n        vec3 rotEuler = a_texCoord2;\n      #elif CC_RENDER_MODE == 1\n        vec3 rotEuler = vec3(0.);\n      #else\n        vec3 rotEuler = vec3(0., 0., a_texCoord2.z);\n      #endif\n      vec4 rot = quaternionFromEuler(rotEuler);\n    #else\n      vec4 rot = quaternionFromEuler(a_texCoord2);\n    #endif\n  #endif\n  #if CC_RENDER_MODE != 4\n    vec2 cornerOffset = vec2((a_texCoord.xy - 0.5));\n    #if CC_RENDER_MODE == 0 || CC_RENDER_MODE == 3\n      computeVertPos(pos, cornerOffset, rot, compScale, cc_matViewInv);\n    #elif CC_RENDER_MODE == 1\n      computeVertPos(pos, cornerOffset, rot, compScale, cc_cameraPos.xyz, velocity, frameTile_velLenScale.z, frameTile_velLenScale.w, a_texCoord.x);\n    #elif 2\n      computeVertPos(pos, cornerOffset, rot, compScale);\n    #endif\n    color = a_color;\n  #else\n    mat3 rotMat = quatToMat3(rot);\n    mat3 nodeMat = quatToMat3(nodeRotation);\n    rotMat = nodeMat * rotMat;\n    rot = mat3ToQuat(rotMat);\n    mat4 xformNoScale = matrixFromRT(rot, pos.xyz);\n    mat4 xform = matFromRTS(rot, pos.xyz, compScale);\n    pos = xform * vec4(a_texCoord3, 1);\n    vec4 normal = xformNoScale * vec4(a_normal, 0);\n    color = a_color * a_color1;\n  #endif\n  uv = computeUV(a_texCoord.z, a_texCoord.xy, frameTile_velLenScale.xy) * mainTiling_Offset.xy + mainTiling_Offset.zw;\n  pos = cc_matViewProj * pos;\n  return pos;\n}\nvoid main() { gl_Position = lpvs_main(); }","frag":"\nprecision mediump 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};\nvec4 CCFragOutput (vec4 color) {\n  return color;\n}\nlayout(location = 0) in vec2 uv;\nlayout(location = 1) in vec4 color;\nlayout(set = 1, binding = 1) uniform sampler2D mainTexture;\nvec4 addSmooth () {\n  vec4 col = color * texture(mainTexture, uv);\n  col.rgb *= col.a;\n  return CCFragOutput(col);\n}\nlayout(location = 0) out vec4 cc_FragColor;\nvoid main() { cc_FragColor = addSmooth(); }"},"glsl3":{"vert":"\nprecision highp float;\nvec4 quaternionFromAxis (vec3 xAxis,vec3 yAxis,vec3 zAxis){\n  mat3 m = mat3(xAxis,yAxis,zAxis);\n  float trace = m[0][0] + m[1][1] + m[2][2];\n  vec4 quat;\n  if (trace > 0.) {\n    float s = 0.5 / sqrt(trace + 1.0);\n    quat.w = 0.25 / s;\n    quat.x = (m[2][1] - m[1][2]) * s;\n    quat.y = (m[0][2] - m[2][0]) * s;\n    quat.z = (m[1][0] - m[0][1]) * s;\n  } else if ((m[0][0] > m[1][1]) && (m[0][0] > m[2][2])) {\n    float s = 2.0 * sqrt(1.0 + m[0][0] - m[1][1] - m[2][2]);\n    quat.w = (m[2][1] - m[1][2]) / s;\n    quat.x = 0.25 * s;\n    quat.y = (m[0][1] + m[1][0]) / s;\n    quat.z = (m[0][2] + m[2][0]) / s;\n  } else if (m[1][1] > m[2][2]) {\n    float s = 2.0 * sqrt(1.0 + m[1][1] - m[0][0] - m[2][2]);\n    quat.w = (m[0][2] - m[2][0]) / s;\n    quat.x = (m[0][1] + m[1][0]) / s;\n    quat.y = 0.25 * s;\n    quat.z = (m[1][2] + m[2][1]) / s;\n  } else {\n    float s = 2.0 * sqrt(1.0 + m[2][2] - m[0][0] - m[1][1]);\n    quat.w = (m[1][0] - m[0][1]) / s;\n    quat.x = (m[0][2] + m[2][0]) / s;\n    quat.y = (m[1][2] + m[2][1]) / s;\n    quat.z = 0.25 * s;\n  }\n  float len = quat.x * quat.x + quat.y * quat.y + quat.z * quat.z + quat.w * quat.w;\n  if (len > 0.) {\n    len = 1. / sqrt(len);\n    quat.x = quat.x * len;\n    quat.y = quat.y * len;\n    quat.z = quat.z * len;\n    quat.w = quat.w * len;\n  }\n  return quat;\n}\nvec4 quaternionFromEuler (vec3 angle){\n  float x = angle.x / 2.;\n  float y = angle.y / 2.;\n  float z = angle.z / 2.;\n  float sx = sin(x);\n  float cx = cos(x);\n  float sy = sin(y);\n  float cy = cos(y);\n  float sz = sin(z);\n  float cz = cos(z);\n  vec4 quat = vec4(0);\n  quat.x = sx * cy * cz + cx * sy * sz;\n  quat.y = cx * sy * cz + sx * cy * sz;\n  quat.z = cx * cy * sz - sx * sy * cz;\n  quat.w = cx * cy * cz - sx * sy * sz;\n  return quat;\n}\nmat4 matrixFromRT (vec4 q, vec3 p){\n  float x2 = q.x + q.x;\n  float y2 = q.y + q.y;\n  float z2 = q.z + q.z;\n  float xx = q.x * x2;\n  float xy = q.x * y2;\n  float xz = q.x * z2;\n  float yy = q.y * y2;\n  float yz = q.y * z2;\n  float zz = q.z * z2;\n  float wx = q.w * x2;\n  float wy = q.w * y2;\n  float wz = q.w * z2;\n  return mat4(\n    1. - (yy + zz), xy + wz, xz - wy, 0,\n    xy - wz, 1. - (xx + zz), yz + wx, 0,\n    xz + wy, yz - wx, 1. - (xx + yy), 0,\n    p.x, p.y, p.z, 1\n  );\n}\nmat4 matFromRTS (vec4 q, vec3 t, vec3 s){\n  float x = q.x, y = q.y, z = q.z, w = q.w;\n  float x2 = x + x;\n  float y2 = y + y;\n  float z2 = z + z;\n  float xx = x * x2;\n  float xy = x * y2;\n  float xz = x * z2;\n  float yy = y * y2;\n  float yz = y * z2;\n  float zz = z * z2;\n  float wx = w * x2;\n  float wy = w * y2;\n  float wz = w * z2;\n  float sx = s.x;\n  float sy = s.y;\n  float sz = s.z;\n  return mat4((1. - (yy + zz)) * sx, (xy + wz) * sx, (xz - wy) * sx, 0,\n    (xy - wz) * sy, (1. - (xx + zz)) * sy, (yz + wx) * sy, 0,\n    (xz + wy) * sz, (yz - wx) * sz, (1. - (xx + yy)) * sz, 0,\n    t.x, t.y, t.z, 1);\n}\nvec4 quatMultiply (vec4 a, vec4 b){\n  vec4 quat;\n  quat.x = a.x * b.w + a.w * b.x + a.y * b.z - a.z * b.y;\n  quat.y = a.y * b.w + a.w * b.y + a.z * b.x - a.x * b.z;\n  quat.z = a.z * b.w + a.w * b.z + a.x * b.y - a.y * b.x;\n  quat.w = a.w * b.w - a.x * b.x - a.y * b.y - a.z * b.z;\n  return quat;\n}\nvoid rotateVecFromQuat (inout vec3 v, vec4 q){\n  float ix = q.w * v.x + q.y * v.z - q.z * v.y;\n  float iy = q.w * v.y + q.z * v.x - q.x * v.z;\n  float iz = q.w * v.z + q.x * v.y - q.y * v.x;\n  float iw = -q.x * v.x - q.y * v.y - q.z * v.z;\n  v.x = ix * q.w + iw * -q.x + iy * -q.z - iz * -q.y;\n  v.y = iy * q.w + iw * -q.y + iz * -q.x - ix * -q.z;\n  v.z = iz * q.w + iw * -q.z + ix * -q.y - iy * -q.x;\n}\nvec3 rotateInLocalSpace (vec3 pos, vec3 xAxis, vec3 yAxis, vec3 zAxis, vec4 q){\n  vec4 viewQuat = quaternionFromAxis(xAxis, yAxis, zAxis);\n  vec4 rotQuat = quatMultiply(viewQuat, q);\n  rotateVecFromQuat(pos, rotQuat);\n  return pos;\n}\nmat3 quatToMat3(vec4 q) {\n  vec3 m0 = vec3(\n    1.0 - 2.0 * q.y * q.y - 2.0 * q.z * q.z,\n    2.0 * q.x * q.y + 2.0 * q.w * q.z,\n    2.0 * q.x * q.z - 2.0 * q.w * q.y);\n\tvec3 m1 = vec3(\n    2.0 * q.x * q.y - 2.0 * q.w * q.z,\n    1.0 - 2.0 * q.x * q.x - 2.0 * q.z * q.z,\n    2.0 * q.y * q.z + 2.0 * q.w * q.x);\n\tvec3 m2 = vec3(\n    2.0 * q.x * q.z + 2.0 * q.w * q.y,\n    2.0 * q.y * q.z - 2.0 * q.w * q.x,\n    1.0 - 2.0 * q.x * q.x - 2.0 * q.y * q.y);\n  return mat3(m0, m1, m2);\n}\nvec4 mat3ToQuat(mat3 mat) {\n  float tr = mat[0][0] + mat[1][1] + mat[2][2];\n\tfloat qw, qx, qy, qz;\n  if (tr > 0.0) {\n    float S = sqrt(tr + 1.0) * 2.0;\n\t  float invS = 1.0 / S;\n\t  qw = 0.25 * S;\n\t  qx = (mat[1][2] - mat[2][1]) * invS;\n\t  qy = (mat[2][0] - mat[0][2]) * invS;\n\t  qz = (mat[0][1] - mat[1][0]) * invS;\n  } else if ((mat[0][0] > mat[1][1])&&(mat[0][0] > mat[2][2])) {\n    float S = sqrt(1.0 + mat[0][0] - mat[1][1] - mat[2][2]) * 2.0;\n\t  float invS = 1.0 / S;\n\t  qw = (mat[1][2] - mat[2][1]) * invS;\n\t  qx = 0.25 * S;\n\t  qy = (mat[1][0] + mat[0][1]) * invS;\n\t  qz = (mat[2][0] + mat[0][2]) * invS;\n  } else if (mat[1][1] > mat[2][2]) {\n\t  float S = sqrt(1.0 + mat[1][1] - mat[0][0] - mat[2][2]) * 2.0;\n\t  float invS = 1.0 / S;\n\t  qw = (mat[2][0] - mat[0][2]) * invS;\n\t  qx = (mat[1][0] + mat[0][1]) * invS;\n\t  qy = 0.25 * S;\n\t  qz = (mat[2][1] + mat[1][2]) * invS;\n  } else {\n\t  float S = sqrt(1.0 + mat[2][2] - mat[0][0] - mat[1][1]) * 2.0;\n\t  float invS = 1.0 / S;\n\t  qw = (mat[0][1] - mat[1][0]) * invS;\n\t  qx = (mat[2][0] + mat[0][2]) * invS;\n\t  qy = (mat[2][1] + mat[1][2]) * invS;\n\t  qz = 0.25 * S;\n  }\n  return vec4(qx, qy, qz, qw);\n}\nlayout(std140) uniform Constants {\n  vec4 mainTiling_Offset;\n  vec4 frameTile_velLenScale;\n  vec4 scale;\n  vec4 nodeRotation;\n};\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};\nlayout(std140) uniform CCLocal {\n  highp mat4 cc_matWorld;\n  highp mat4 cc_matWorldIT;\n  highp vec4 cc_lightingMapUVParam;\n};\nout mediump vec2 uv;\nout mediump vec4 color;\nvoid computeVertPos (inout vec4 pos, vec2 vertOffset, vec4 q, vec3 s\n#if CC_RENDER_MODE == 0 || CC_RENDER_MODE == 3\n  , mat4 viewInv\n#endif\n#if CC_RENDER_MODE == 1\n  , vec3 eye\n  , vec4 velocity\n  , float velocityScale\n  , float lengthScale\n  , float xIndex\n#endif\n) {\n#if CC_RENDER_MODE == 0\n  vec3 viewSpaceVert = vec3(vertOffset.x * s.x, vertOffset.y * s.y, 0.);\n  vec3 camX = normalize(vec3(viewInv[0][0], viewInv[1][0], viewInv[2][0]));\n  vec3 camY = normalize(vec3(viewInv[0][1], viewInv[1][1], viewInv[2][1]));\n  vec3 camZ = normalize(vec3(viewInv[0][2], viewInv[1][2], viewInv[2][2]));\n  pos.xyz += rotateInLocalSpace(viewSpaceVert, camX, camY, camZ, q);\n#elif CC_RENDER_MODE == 1\n  vec3 camRight = normalize(cross(pos.xyz - eye, velocity.xyz)) * s.x;\n  vec3 camUp = velocity.xyz * velocityScale + normalize(velocity.xyz) * lengthScale * s.y;\n  pos.xyz += (camRight * abs(vertOffset.x) * sign(vertOffset.y)) - camUp * xIndex;\n#elif CC_RENDER_MODE == 2\n  vec3 viewSpaceVert = vec3(vertOffset.x * s.x, vertOffset.y * s.y, 0.);\n  vec3 camX = vec3(1, 0, 0);\n  vec3 camY = vec3(0, 0, -1);\n  pos.xyz += rotateInLocalSpace(viewSpaceVert, camX, camY, cross(camX, camY), q);\n#elif CC_RENDER_MODE == 3\n  vec3 viewSpaceVert = vec3(vertOffset.x * s.x, vertOffset.y * s.y, 0.);\n  rotateVecFromQuat(viewSpaceVert, q);\n  vec3 camX = normalize(vec3(cc_matView[0][0], cc_matView[1][0], cc_matView[2][0]));\n  vec3 camY = vec3(0, 1, 0);\n  vec3 offset = camX * viewSpaceVert.x + camY * viewSpaceVert.y;\n  pos.xyz += offset;\n#else\n  pos.x += vertOffset.x;\n  pos.y += vertOffset.y;\n#endif\n}\nvec2 computeUV (float frameIndex, vec2 vertIndex, vec2 frameTile){\n  vec2 aniUV = vec2(0, floor(frameIndex * frameTile.y));\n  aniUV.x = floor(frameIndex * frameTile.x * frameTile.y - aniUV.y * frameTile.x);\n#if CC_RENDER_MODE != 4\n  vertIndex.y = 1. - vertIndex.y;\n#endif\n  return (aniUV.xy + vertIndex) / vec2(frameTile.x, frameTile.y);\n}\nin vec3 a_position;\nin vec3 a_texCoord;\nin vec3 a_texCoord1;\nin vec3 a_texCoord2;\nin vec4 a_color;\n#if CC_RENDER_MODE == 1\n  in vec3 a_color1;\n#endif\n#if CC_RENDER_MODE == 4\n  in vec3 a_texCoord3;\n  in vec3 a_normal;\n  in vec4 a_color1;\n#endif\nvec4 lpvs_main () {\n  vec3 compScale = scale.xyz * a_texCoord1;\n  vec4 pos = vec4(a_position, 1);\n  #if CC_RENDER_MODE == 1\n    vec4 velocity = vec4(a_color1.xyz, 0);\n  #endif\n  #if !CC_USE_WORLD_SPACE\n    pos = cc_matWorld * pos;\n    #if CC_RENDER_MODE == 1\n      velocity = cc_matWorld * velocity;\n    #endif\n  #endif\n  #if ROTATION_OVER_TIME_MODULE_ENABLE\n    vec3 rotTmp = a_texCoord2;\n    float mulFactor = 1.0;\n    if (rotTmp.x > 10.0 * 0.5) {\n        rotTmp.x -= 10.0;\n        mulFactor = -1.0;\n    }\n    vec4 rot = vec4(rotTmp, 0.0);\n    rot.w = mulFactor * sqrt(abs(1.0 - rot.x * rot.x - rot.y * rot.y - rot.z * rot.z));\n  #else\n    #if CC_RENDER_MODE != 4\n      #if CC_RENDER_MODE == 0\n        vec3 rotEuler = a_texCoord2;\n      #elif CC_RENDER_MODE == 1\n        vec3 rotEuler = vec3(0.);\n      #else\n        vec3 rotEuler = vec3(0., 0., a_texCoord2.z);\n      #endif\n      vec4 rot = quaternionFromEuler(rotEuler);\n    #else\n      vec4 rot = quaternionFromEuler(a_texCoord2);\n    #endif\n  #endif\n  #if CC_RENDER_MODE != 4\n    vec2 cornerOffset = vec2((a_texCoord.xy - 0.5));\n    #if CC_RENDER_MODE == 0 || CC_RENDER_MODE == 3\n      computeVertPos(pos, cornerOffset, rot, compScale, cc_matViewInv);\n    #elif CC_RENDER_MODE == 1\n      computeVertPos(pos, cornerOffset, rot, compScale, cc_cameraPos.xyz, velocity, frameTile_velLenScale.z, frameTile_velLenScale.w, a_texCoord.x);\n    #elif 2\n      computeVertPos(pos, cornerOffset, rot, compScale);\n    #endif\n    color = a_color;\n  #else\n    mat3 rotMat = quatToMat3(rot);\n    mat3 nodeMat = quatToMat3(nodeRotation);\n    rotMat = nodeMat * rotMat;\n    rot = mat3ToQuat(rotMat);\n    mat4 xformNoScale = matrixFromRT(rot, pos.xyz);\n    mat4 xform = matFromRTS(rot, pos.xyz, compScale);\n    pos = xform * vec4(a_texCoord3, 1);\n    vec4 normal = xformNoScale * vec4(a_normal, 0);\n    color = a_color * a_color1;\n  #endif\n  uv = computeUV(a_texCoord.z, a_texCoord.xy, frameTile_velLenScale.xy) * mainTiling_Offset.xy + mainTiling_Offset.zw;\n  pos = cc_matViewProj * pos;\n  return pos;\n}\nvoid main() { gl_Position = lpvs_main(); }","frag":"\nprecision mediump 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};\nvec4 CCFragOutput (vec4 color) {\n  return 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}\nlayout(location = 0) out vec4 cc_FragColor;\nvoid main() { cc_FragColor = addSmooth(); }"},"glsl1":{"vert":"\nprecision highp float;\nvec4 quaternionFromAxis (vec3 xAxis,vec3 yAxis,vec3 zAxis){\n  mat3 m = mat3(xAxis,yAxis,zAxis);\n  float trace = m[0][0] + m[1][1] + m[2][2];\n  vec4 quat;\n  if (trace > 0.) {\n    float s = 0.5 / sqrt(trace + 1.0);\n    quat.w = 0.25 / s;\n    quat.x = (m[2][1] - m[1][2]) * s;\n    quat.y = (m[0][2] - m[2][0]) * s;\n    quat.z = (m[1][0] - m[0][1]) * s;\n  } else if ((m[0][0] > m[1][1]) && (m[0][0] > m[2][2])) {\n    float s = 2.0 * sqrt(1.0 + m[0][0] - m[1][1] - m[2][2]);\n    quat.w = (m[2][1] - m[1][2]) / s;\n    quat.x = 0.25 * s;\n    quat.y = (m[0][1] + m[1][0]) / s;\n    quat.z = (m[0][2] + m[2][0]) / s;\n  } else if (m[1][1] > m[2][2]) {\n    float s = 2.0 * sqrt(1.0 + m[1][1] - m[0][0] - m[2][2]);\n    quat.w = (m[0][2] - m[2][0]) / s;\n    quat.x = (m[0][1] + m[1][0]) / s;\n    quat.y = 0.25 * s;\n    quat.z = (m[1][2] + m[2][1]) / s;\n  } else {\n    float s = 2.0 * sqrt(1.0 + m[2][2] - m[0][0] - m[1][1]);\n    quat.w = (m[1][0] - m[0][1]) / s;\n    quat.x = (m[0][2] + m[2][0]) / s;\n    quat.y = (m[1][2] + m[2][1]) / s;\n    quat.z = 0.25 * s;\n  }\n  float len = quat.x * quat.x + quat.y * quat.y + quat.z * quat.z + quat.w * quat.w;\n  if (len > 0.) {\n    len = 1. / sqrt(len);\n    quat.x = quat.x * len;\n    quat.y = quat.y * len;\n    quat.z = quat.z * len;\n    quat.w = quat.w * len;\n  }\n  return quat;\n}\nvec4 quaternionFromEuler (vec3 angle){\n  float x = angle.x / 2.;\n  float y = angle.y / 2.;\n  float z = angle.z / 2.;\n  float sx = sin(x);\n  float cx = cos(x);\n  float sy = sin(y);\n  float cy = cos(y);\n  float sz = sin(z);\n  float cz = cos(z);\n  vec4 quat = vec4(0);\n  quat.x = sx * cy * cz + cx * sy * sz;\n  quat.y = cx * sy * cz + sx * cy * sz;\n  quat.z = cx * cy * sz - sx * sy * cz;\n  quat.w = cx * cy * cz - sx * sy * sz;\n  return quat;\n}\nmat4 matrixFromRT (vec4 q, vec3 p){\n  float x2 = q.x + q.x;\n  float y2 = q.y + q.y;\n  float z2 = q.z + q.z;\n  float xx = q.x * x2;\n  float xy = q.x * y2;\n  float xz = q.x * z2;\n  float yy = q.y * y2;\n  float yz = q.y * z2;\n  float zz = q.z * z2;\n  float wx = q.w * x2;\n  float wy = q.w * y2;\n  float wz = q.w * z2;\n  return mat4(\n    1. - (yy + zz), xy + wz, xz - wy, 0,\n    xy - wz, 1. - (xx + zz), yz + wx, 0,\n    xz + wy, yz - wx, 1. - (xx + yy), 0,\n    p.x, p.y, p.z, 1\n  );\n}\nmat4 matFromRTS (vec4 q, vec3 t, vec3 s){\n  float x = q.x, y = q.y, z = q.z, w = q.w;\n  float x2 = x + x;\n  float y2 = y + y;\n  float z2 = z + z;\n  float xx = x * x2;\n  float xy = x * y2;\n  float xz = x * z2;\n  float yy = y * y2;\n  float yz = y * z2;\n  float zz = z * z2;\n  float wx = w * x2;\n  float wy = w * y2;\n  float wz = w * z2;\n  float sx = s.x;\n  float sy = s.y;\n  float sz = s.z;\n  return mat4((1. - (yy + zz)) * sx, (xy + wz) * sx, (xz - wy) * sx, 0,\n    (xy - wz) * sy, (1. - (xx + zz)) * sy, (yz + wx) * sy, 0,\n    (xz + wy) * sz, (yz - wx) * sz, (1. - (xx + yy)) * sz, 0,\n    t.x, t.y, t.z, 1);\n}\nvec4 quatMultiply (vec4 a, vec4 b){\n  vec4 quat;\n  quat.x = a.x * b.w + a.w * b.x + a.y * b.z - a.z * b.y;\n  quat.y = a.y * b.w + a.w * b.y + a.z * b.x - a.x * b.z;\n  quat.z = a.z * b.w + a.w * b.z + a.x * b.y - a.y * b.x;\n  quat.w = a.w * b.w - a.x * b.x - a.y * b.y - a.z * b.z;\n  return quat;\n}\nvoid rotateVecFromQuat (inout vec3 v, vec4 q){\n  float ix = q.w * v.x + q.y * v.z - q.z * v.y;\n  float iy = q.w * v.y + q.z * v.x - q.x * v.z;\n  float iz = q.w * v.z + q.x * v.y - q.y * v.x;\n  float iw = -q.x * v.x - q.y * v.y - q.z * v.z;\n  v.x = ix * q.w + iw * -q.x + iy * -q.z - iz * -q.y;\n  v.y = iy * q.w + iw * -q.y + iz * -q.x - ix * -q.z;\n  v.z = iz * q.w + iw * -q.z + ix * -q.y - iy * -q.x;\n}\nvec3 rotateInLocalSpace (vec3 pos, vec3 xAxis, vec3 yAxis, vec3 zAxis, vec4 q){\n  vec4 viewQuat = quaternionFromAxis(xAxis, yAxis, zAxis);\n  vec4 rotQuat = quatMultiply(viewQuat, q);\n  rotateVecFromQuat(pos, rotQuat);\n  return pos;\n}\nmat3 quatToMat3(vec4 q) {\n  vec3 m0 = vec3(\n    1.0 - 2.0 * q.y * q.y - 2.0 * q.z * q.z,\n    2.0 * q.x * q.y + 2.0 * q.w * q.z,\n    2.0 * q.x * q.z - 2.0 * q.w * q.y);\n\tvec3 m1 = vec3(\n    2.0 * q.x * q.y - 2.0 * q.w * q.z,\n    1.0 - 2.0 * q.x * q.x - 2.0 * q.z * q.z,\n    2.0 * q.y * q.z + 2.0 * q.w * q.x);\n\tvec3 m2 = vec3(\n    2.0 * q.x * q.z + 2.0 * q.w * q.y,\n    2.0 * q.y * q.z - 2.0 * q.w * q.x,\n    1.0 - 2.0 * q.x * q.x - 2.0 * q.y * q.y);\n  return mat3(m0, m1, m2);\n}\nvec4 mat3ToQuat(mat3 mat) {\n  float tr = mat[0][0] + mat[1][1] + mat[2][2];\n\tfloat qw, qx, qy, qz;\n  if (tr > 0.0) {\n    float S = sqrt(tr + 1.0) * 2.0;\n\t  float invS = 1.0 / S;\n\t  qw = 0.25 * S;\n\t  qx = (mat[1][2] - mat[2][1]) * invS;\n\t  qy = (mat[2][0] - mat[0][2]) * invS;\n\t  qz = (mat[0][1] - mat[1][0]) * invS;\n  } else if ((mat[0][0] > mat[1][1])&&(mat[0][0] > mat[2][2])) {\n    float S = sqrt(1.0 + mat[0][0] - mat[1][1] - mat[2][2]) * 2.0;\n\t  float invS = 1.0 / S;\n\t  qw = (mat[1][2] - mat[2][1]) * invS;\n\t  qx = 0.25 * S;\n\t  qy = (mat[1][0] + mat[0][1]) * invS;\n\t  qz = (mat[2][0] + mat[0][2]) * invS;\n  } else if (mat[1][1] > mat[2][2]) {\n\t  float S = sqrt(1.0 + mat[1][1] - mat[0][0] - mat[2][2]) * 2.0;\n\t  float invS = 1.0 / S;\n\t  qw = (mat[2][0] - mat[0][2]) * invS;\n\t  qx = (mat[1][0] + mat[0][1]) * invS;\n\t  qy = 0.25 * S;\n\t  qz = (mat[2][1] + mat[1][2]) * invS;\n  } else {\n\t  float S = sqrt(1.0 + mat[2][2] - mat[0][0] - mat[1][1]) * 2.0;\n\t  float invS = 1.0 / S;\n\t  qw = (mat[0][1] - mat[1][0]) * invS;\n\t  qx = (mat[2][0] + mat[0][2]) * invS;\n\t  qy = (mat[2][1] + mat[1][2]) * invS;\n\t  qz = 0.25 * S;\n  }\n  return vec4(qx, qy, qz, qw);\n}\n   uniform vec4 mainTiling_Offset;\n   uniform vec4 frameTile_velLenScale;\n   uniform vec4 scale;\n   uniform vec4 nodeRotation;\nuniform highp mat4 cc_matView;\n  uniform highp mat4 cc_matViewInv;\n  uniform highp mat4 cc_matViewProj;\n  uniform highp vec4 cc_cameraPos;\nuniform highp mat4 cc_matWorld;\nvarying mediump vec2 uv;\nvarying mediump vec4 color;\nvoid computeVertPos (inout vec4 pos, vec2 vertOffset, vec4 q, vec3 s\n#if CC_RENDER_MODE == 0 || CC_RENDER_MODE == 3\n  , mat4 viewInv\n#endif\n#if CC_RENDER_MODE == 1\n  , vec3 eye\n  , vec4 velocity\n  , float velocityScale\n  , float lengthScale\n  , float xIndex\n#endif\n) {\n#if CC_RENDER_MODE == 0\n  vec3 viewSpaceVert = vec3(vertOffset.x * s.x, vertOffset.y * s.y, 0.);\n  vec3 camX = normalize(vec3(viewInv[0][0], viewInv[1][0], viewInv[2][0]));\n  vec3 camY = normalize(vec3(viewInv[0][1], viewInv[1][1], viewInv[2][1]));\n  vec3 camZ = normalize(vec3(viewInv[0][2], viewInv[1][2], viewInv[2][2]));\n  pos.xyz += rotateInLocalSpace(viewSpaceVert, camX, camY, camZ, q);\n#elif CC_RENDER_MODE == 1\n  vec3 camRight = normalize(cross(pos.xyz - eye, velocity.xyz)) * s.x;\n  vec3 camUp = velocity.xyz * velocityScale + normalize(velocity.xyz) * lengthScale * s.y;\n  pos.xyz += (camRight * abs(vertOffset.x) * sign(vertOffset.y)) - camUp * xIndex;\n#elif CC_RENDER_MODE == 2\n  vec3 viewSpaceVert = vec3(vertOffset.x * s.x, vertOffset.y * s.y, 0.);\n  vec3 camX = vec3(1, 0, 0);\n  vec3 camY = vec3(0, 0, -1);\n  pos.xyz += rotateInLocalSpace(viewSpaceVert, camX, camY, cross(camX, camY), q);\n#elif CC_RENDER_MODE == 3\n  vec3 viewSpaceVert = vec3(vertOffset.x * s.x, vertOffset.y * s.y, 0.);\n  rotateVecFromQuat(viewSpaceVert, q);\n  vec3 camX = normalize(vec3(cc_matView[0][0], cc_matView[1][0], cc_matView[2][0]));\n  vec3 camY = vec3(0, 1, 0);\n  vec3 offset = camX * viewSpaceVert.x + camY * viewSpaceVert.y;\n  pos.xyz += offset;\n#else\n  pos.x += vertOffset.x;\n  pos.y += vertOffset.y;\n#endif\n}\nvec2 computeUV (float frameIndex, vec2 vertIndex, vec2 frameTile){\n  vec2 aniUV = vec2(0, floor(frameIndex * frameTile.y));\n  aniUV.x = floor(frameIndex * frameTile.x * frameTile.y - aniUV.y * frameTile.x);\n#if CC_RENDER_MODE != 4\n  vertIndex.y = 1. - vertIndex.y;\n#endif\n  return (aniUV.xy + vertIndex) / vec2(frameTile.x, frameTile.y);\n}\nattribute vec3 a_position;\nattribute vec3 a_texCoord;\nattribute vec3 a_texCoord1;\nattribute vec3 a_texCoord2;\nattribute vec4 a_color;\n#if CC_RENDER_MODE == 1\n  attribute vec3 a_color1;\n#endif\n#if CC_RENDER_MODE == 4\n  attribute vec3 a_texCoord3;\n  attribute vec3 a_normal;\n  attribute vec4 a_color1;\n#endif\nvec4 lpvs_main () {\n  vec3 compScale = scale.xyz * a_texCoord1;\n  vec4 pos = vec4(a_position, 1);\n  #if CC_RENDER_MODE == 1\n    vec4 velocity = vec4(a_color1.xyz, 0);\n  #endif\n  #if !CC_USE_WORLD_SPACE\n    pos = cc_matWorld * pos;\n    #if CC_RENDER_MODE == 1\n      velocity = cc_matWorld * velocity;\n    #endif\n  #endif\n  #if ROTATION_OVER_TIME_MODULE_ENABLE\n    vec3 rotTmp = a_texCoord2;\n    float mulFactor = 1.0;\n    if (rotTmp.x > 10.0 * 0.5) {\n        rotTmp.x -= 10.0;\n        mulFactor = -1.0;\n    }\n    vec4 rot = vec4(rotTmp, 0.0);\n    rot.w = mulFactor * sqrt(abs(1.0 - rot.x * rot.x - rot.y * rot.y - rot.z * rot.z));\n  #else\n    #if CC_RENDER_MODE != 4\n      #if CC_RENDER_MODE == 0\n        vec3 rotEuler = a_texCoord2;\n      #elif CC_RENDER_MODE == 1\n        vec3 rotEuler = vec3(0.);\n      #else\n        vec3 rotEuler = vec3(0., 0., a_texCoord2.z);\n      #endif\n      vec4 rot = quaternionFromEuler(rotEuler);\n    #else\n      vec4 rot = quaternionFromEuler(a_texCoord2);\n    #endif\n  #endif\n  #if CC_RENDER_MODE != 4\n    vec2 cornerOffset = vec2((a_texCoord.xy - 0.5));\n    #if CC_RENDER_MODE == 0 || CC_RENDER_MODE == 3\n      computeVertPos(pos, cornerOffset, rot, compScale, cc_matViewInv);\n    #elif CC_RENDER_MODE == 1\n      computeVertPos(pos, cornerOffset, rot, compScale, cc_cameraPos.xyz, velocity, frameTile_velLenScale.z, frameTile_velLenScale.w, a_texCoord.x);\n    #elif 2\n      computeVertPos(pos, cornerOffset, rot, compScale);\n    #endif\n    color = a_color;\n  #else\n    mat3 rotMat = quatToMat3(rot);\n    mat3 nodeMat = quatToMat3(nodeRotation);\n    rotMat = nodeMat * rotMat;\n    rot = mat3ToQuat(rotMat);\n    mat4 xformNoScale = matrixFromRT(rot, pos.xyz);\n    mat4 xform = matFromRTS(rot, pos.xyz, compScale);\n    pos = xform * vec4(a_texCoord3, 1);\n    vec4 normal = xformNoScale * vec4(a_normal, 0);\n    color = a_color * a_color1;\n  #endif\n  uv = computeUV(a_texCoord.z, a_texCoord.xy, frameTile_velLenScale.xy) * mainTiling_Offset.xy + mainTiling_Offset.zw;\n  pos = cc_matViewProj * pos;\n  return pos;\n}\nvoid main() { gl_Position = lpvs_main(); }","frag":"\nprecision mediump float;\nvec4 CCFragOutput (vec4 color) {\n  return 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(); }"},"builtins":{"globals":{"blocks":[{"name":"CCGlobal","defines":[]},{"name":"CCCamera","defines":[]}],"samplerTextures":[],"buffers":[],"images":[]},"locals":{"blocks":[{"name":"CCLocal","defines":[]}],"samplerTextures":[],"buffers":[],"images":[]},"statistics":{"CC_EFFECT_USED_VERTEX_UNIFORM_VECTORS":52,"CC_EFFECT_USED_FRAGMENT_UNIFORM_VECTORS":39}},"defines":[{"name":"CC_RENDER_MODE","type":"number","defines":[],"range":[0,4]},{"name":"CC_USE_WORLD_SPACE","type":"boolean","defines":[]},{"name":"ROTATION_OVER_TIME_MODULE_ENABLE","type":"boolean","defines":[]}]},{"hash":3775475229,"name":"builtin-particle|particle-vs-legacy:lpvs_main|no-tint-fs:premultiplied","blocks":[{"name":"Constants","stageFlags":1,"binding":0,"members":[{"name":"mainTiling_Offset","type":16,"count":1},{"name":"frameTile_velLenScale","type":16,"count":1},{"name":"scale","type":16,"count":1},{"name":"nodeRotation","type":16,"count":1}],"defines":[]}],"samplerTextures":[{"name":"mainTexture","type":28,"count":1,"stageFlags":16,"binding":1,"defines":[]}],"samplers":[],"textures":[],"buffers":[],"images":[],"subpassInputs":[],"attributes":[{"name":"a_position","format":32,"location":0,"defines":[]},{"name":"a_texCoord","format":32,"location":1,"defines":[]},{"name":"a_texCoord1","format":32,"location":2,"defines":[]},{"name":"a_texCoord2","format":32,"location":3,"defines":[]},{"name":"a_color","format":44,"location":4,"defines":[]},{"name":"a_color1","format":32,"location":8,"defines":["CC_RENDER_MODE"]},{"name":"a_texCoord3","format":32,"location":6,"defines":["CC_RENDER_MODE"]},{"name":"a_normal","format":32,"location":7,"defines":["CC_RENDER_MODE"]}],"varyings":[{"name":"uv","type":14,"count":1,"stageFlags":17,"location":0,"defines":[]},{"name":"color","type":16,"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;\nvec4 quaternionFromAxis (vec3 xAxis,vec3 yAxis,vec3 zAxis){\n  mat3 m = mat3(xAxis,yAxis,zAxis);\n  float trace = m[0][0] + m[1][1] + m[2][2];\n  vec4 quat;\n  if (trace > 0.) {\n    float s = 0.5 / sqrt(trace + 1.0);\n    quat.w = 0.25 / s;\n    quat.x = (m[2][1] - m[1][2]) * s;\n    quat.y = (m[0][2] - m[2][0]) * s;\n    quat.z = (m[1][0] - m[0][1]) * s;\n  } else if ((m[0][0] > m[1][1]) && (m[0][0] > m[2][2])) {\n    float s = 2.0 * sqrt(1.0 + m[0][0] - m[1][1] - m[2][2]);\n    quat.w = (m[2][1] - m[1][2]) / s;\n    quat.x = 0.25 * s;\n    quat.y = (m[0][1] + m[1][0]) / s;\n    quat.z = (m[0][2] + m[2][0]) / s;\n  } else if (m[1][1] > m[2][2]) {\n    float s = 2.0 * sqrt(1.0 + m[1][1] - m[0][0] - m[2][2]);\n    quat.w = (m[0][2] - m[2][0]) / s;\n    quat.x = (m[0][1] + m[1][0]) / s;\n    quat.y = 0.25 * s;\n    quat.z = (m[1][2] + m[2][1]) / s;\n  } else {\n    float s = 2.0 * sqrt(1.0 + m[2][2] - m[0][0] - m[1][1]);\n    quat.w = (m[1][0] - m[0][1]) / s;\n    quat.x = (m[0][2] + m[2][0]) / s;\n    quat.y = (m[1][2] + m[2][1]) / s;\n    quat.z = 0.25 * s;\n  }\n  float len = quat.x * quat.x + quat.y * quat.y + quat.z * quat.z + quat.w * quat.w;\n  if (len > 0.) {\n    len = 1. / sqrt(len);\n    quat.x = quat.x * len;\n    quat.y = quat.y * len;\n    quat.z = quat.z * len;\n    quat.w = quat.w * len;\n  }\n  return quat;\n}\nvec4 quaternionFromEuler (vec3 angle){\n  float x = angle.x / 2.;\n  float y = angle.y / 2.;\n  float z = angle.z / 2.;\n  float sx = sin(x);\n  float cx = cos(x);\n  float sy = sin(y);\n  float cy = cos(y);\n  float sz = sin(z);\n  float cz = cos(z);\n  vec4 quat = vec4(0);\n  quat.x = sx * cy * cz + cx * sy * sz;\n  quat.y = cx * sy * cz + sx * cy * sz;\n  quat.z = cx * cy * sz - sx * sy * cz;\n  quat.w = cx * cy * cz - sx * sy * sz;\n  return quat;\n}\nmat4 matrixFromRT (vec4 q, vec3 p){\n  float x2 = q.x + q.x;\n  float y2 = q.y + q.y;\n  float z2 = q.z + q.z;\n  float xx = q.x * x2;\n  float xy = q.x * y2;\n  float xz = q.x * z2;\n  float yy = q.y * y2;\n  float yz = q.y * z2;\n  float zz = q.z * z2;\n  float wx = q.w * x2;\n  float wy = q.w * y2;\n  float wz = q.w * z2;\n  return mat4(\n    1. - (yy + zz), xy + wz, xz - wy, 0,\n    xy - wz, 1. - (xx + zz), yz + wx, 0,\n    xz + wy, yz - wx, 1. - (xx + yy), 0,\n    p.x, p.y, p.z, 1\n  );\n}\nmat4 matFromRTS (vec4 q, vec3 t, vec3 s){\n  float x = q.x, y = q.y, z = q.z, w = q.w;\n  float x2 = x + x;\n  float y2 = y + y;\n  float z2 = z + z;\n  float xx = x * x2;\n  float xy = x * y2;\n  float xz = x * z2;\n  float yy = y * y2;\n  float yz = y * z2;\n  float zz = z * z2;\n  float wx = w * x2;\n  float wy = w * y2;\n  float wz = w * z2;\n  float sx = s.x;\n  float sy = s.y;\n  float sz = s.z;\n  return mat4((1. - (yy + zz)) * sx, (xy + wz) * sx, (xz - wy) * sx, 0,\n    (xy - wz) * sy, (1. - (xx + zz)) * sy, (yz + wx) * sy, 0,\n    (xz + wy) * sz, (yz - wx) * sz, (1. - (xx + yy)) * sz, 0,\n    t.x, t.y, t.z, 1);\n}\nvec4 quatMultiply (vec4 a, vec4 b){\n  vec4 quat;\n  quat.x = a.x * b.w + a.w * b.x + a.y * b.z - a.z * b.y;\n  quat.y = a.y * b.w + a.w * b.y + a.z * b.x - a.x * b.z;\n  quat.z = a.z * b.w + a.w * b.z + a.x * b.y - a.y * b.x;\n  quat.w = a.w * b.w - a.x * b.x - a.y * b.y - a.z * b.z;\n  return quat;\n}\nvoid rotateVecFromQuat (inout vec3 v, vec4 q){\n  float ix = q.w * v.x + q.y * v.z - q.z * v.y;\n  float iy = q.w * v.y + q.z * v.x - q.x * v.z;\n  float iz = q.w * v.z + q.x * v.y - q.y * v.x;\n  float iw = -q.x * v.x - q.y * v.y - q.z * v.z;\n  v.x = ix * q.w + iw * -q.x + iy * -q.z - iz * -q.y;\n  v.y = iy * q.w + iw * -q.y + iz * -q.x - ix * -q.z;\n  v.z = iz * q.w + iw * -q.z + ix * -q.y - iy * -q.x;\n}\nvec3 rotateInLocalSpace (vec3 pos, vec3 xAxis, vec3 yAxis, vec3 zAxis, vec4 q){\n  vec4 viewQuat = quaternionFromAxis(xAxis, yAxis, zAxis);\n  vec4 rotQuat = quatMultiply(viewQuat, q);\n  rotateVecFromQuat(pos, rotQuat);\n  return pos;\n}\nmat3 quatToMat3(vec4 q) {\n  vec3 m0 = vec3(\n    1.0 - 2.0 * q.y * q.y - 2.0 * q.z * q.z,\n    2.0 * q.x * q.y + 2.0 * q.w * q.z,\n    2.0 * q.x * q.z - 2.0 * q.w * q.y);\n\tvec3 m1 = vec3(\n    2.0 * q.x * q.y - 2.0 * q.w * q.z,\n    1.0 - 2.0 * q.x * q.x - 2.0 * q.z * q.z,\n    2.0 * q.y * q.z + 2.0 * q.w * q.x);\n\tvec3 m2 = vec3(\n    2.0 * q.x * q.z + 2.0 * q.w * q.y,\n    2.0 * q.y * q.z - 2.0 * q.w * q.x,\n    1.0 - 2.0 * q.x * q.x - 2.0 * q.y * q.y);\n  return mat3(m0, m1, m2);\n}\nvec4 mat3ToQuat(mat3 mat) {\n  float tr = mat[0][0] + mat[1][1] + mat[2][2];\n\tfloat qw, qx, qy, qz;\n  if (tr > 0.0) {\n    float S = sqrt(tr + 1.0) * 2.0;\n\t  float invS = 1.0 / S;\n\t  qw = 0.25 * S;\n\t  qx = (mat[1][2] - mat[2][1]) * invS;\n\t  qy = (mat[2][0] - mat[0][2]) * invS;\n\t  qz = (mat[0][1] - mat[1][0]) * invS;\n  } else if ((mat[0][0] > mat[1][1])&&(mat[0][0] > mat[2][2])) {\n    float S = sqrt(1.0 + mat[0][0] - mat[1][1] - mat[2][2]) * 2.0;\n\t  float invS = 1.0 / S;\n\t  qw = (mat[1][2] - mat[2][1]) * invS;\n\t  qx = 0.25 * S;\n\t  qy = (mat[1][0] + mat[0][1]) * invS;\n\t  qz = (mat[2][0] + mat[0][2]) * invS;\n  } else if (mat[1][1] > mat[2][2]) {\n\t  float S = sqrt(1.0 + mat[1][1] - mat[0][0] - mat[2][2]) * 2.0;\n\t  float invS = 1.0 / S;\n\t  qw = (mat[2][0] - mat[0][2]) * invS;\n\t  qx = (mat[1][0] + mat[0][1]) * invS;\n\t  qy = 0.25 * S;\n\t  qz = (mat[2][1] + mat[1][2]) * invS;\n  } else {\n\t  float S = sqrt(1.0 + mat[2][2] - mat[0][0] - mat[1][1]) * 2.0;\n\t  float invS = 1.0 / S;\n\t  qw = (mat[0][1] - mat[1][0]) * invS;\n\t  qx = (mat[2][0] + mat[0][2]) * invS;\n\t  qy = (mat[2][1] + mat[1][2]) * invS;\n\t  qz = 0.25 * S;\n  }\n  return vec4(qx, qy, qz, qw);\n}\nlayout(set = 1, binding = 0) uniform Constants {\n  vec4 mainTiling_Offset;\n  vec4 frameTile_velLenScale;\n  vec4 scale;\n  vec4 nodeRotation;\n};\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};\nlayout(set = 2, binding = 0) uniform CCLocal {\n  highp mat4 cc_matWorld;\n  highp mat4 cc_matWorldIT;\n  highp vec4 cc_lightingMapUVParam;\n};\nlayout(location = 0) out mediump vec2 uv;\nlayout(location = 1) out mediump vec4 color;\nvoid computeVertPos (inout vec4 pos, vec2 vertOffset, vec4 q, vec3 s\n#if CC_RENDER_MODE == 0 || CC_RENDER_MODE == 3\n  , mat4 viewInv\n#endif\n#if CC_RENDER_MODE == 1\n  , vec3 eye\n  , vec4 velocity\n  , float velocityScale\n  , float lengthScale\n  , float xIndex\n#endif\n) {\n#if CC_RENDER_MODE == 0\n  vec3 viewSpaceVert = vec3(vertOffset.x * s.x, vertOffset.y * s.y, 0.);\n  vec3 camX = normalize(vec3(viewInv[0][0], viewInv[1][0], viewInv[2][0]));\n  vec3 camY = normalize(vec3(viewInv[0][1], viewInv[1][1], viewInv[2][1]));\n  vec3 camZ = normalize(vec3(viewInv[0][2], viewInv[1][2], viewInv[2][2]));\n  pos.xyz += rotateInLocalSpace(viewSpaceVert, camX, camY, camZ, q);\n#elif CC_RENDER_MODE == 1\n  vec3 camRight = normalize(cross(pos.xyz - eye, velocity.xyz)) * s.x;\n  vec3 camUp = velocity.xyz * velocityScale + normalize(velocity.xyz) * lengthScale * s.y;\n  pos.xyz += (camRight * abs(vertOffset.x) * sign(vertOffset.y)) - camUp * xIndex;\n#elif CC_RENDER_MODE == 2\n  vec3 viewSpaceVert = vec3(vertOffset.x * s.x, vertOffset.y * s.y, 0.);\n  vec3 camX = vec3(1, 0, 0);\n  vec3 camY = vec3(0, 0, -1);\n  pos.xyz += rotateInLocalSpace(viewSpaceVert, camX, camY, cross(camX, camY), q);\n#elif CC_RENDER_MODE == 3\n  vec3 viewSpaceVert = vec3(vertOffset.x * s.x, vertOffset.y * s.y, 0.);\n  rotateVecFromQuat(viewSpaceVert, q);\n  vec3 camX = normalize(vec3(cc_matView[0][0], cc_matView[1][0], cc_matView[2][0]));\n  vec3 camY = vec3(0, 1, 0);\n  vec3 offset = camX * viewSpaceVert.x + camY * viewSpaceVert.y;\n  pos.xyz += offset;\n#else\n  pos.x += vertOffset.x;\n  pos.y += vertOffset.y;\n#endif\n}\nvec2 computeUV (float frameIndex, vec2 vertIndex, vec2 frameTile){\n  vec2 aniUV = vec2(0, floor(frameIndex * frameTile.y));\n  aniUV.x = floor(frameIndex * frameTile.x * frameTile.y - aniUV.y * frameTile.x);\n#if CC_RENDER_MODE != 4\n  vertIndex.y = 1. - vertIndex.y;\n#endif\n  return (aniUV.xy + vertIndex) / vec2(frameTile.x, frameTile.y);\n}\nlayout(location = 0) in vec3 a_position;\nlayout(location = 1) in vec3 a_texCoord;\nlayout(location = 2) in vec3 a_texCoord1;\nlayout(location = 3) in vec3 a_texCoord2;\nlayout(location = 4) in vec4 a_color;\n#if CC_RENDER_MODE == 1\n  layout(location = 8) in vec3 a_color1;\n#endif\n#if CC_RENDER_MODE == 4\n  layout(location = 6) in vec3 a_texCoord3;\n  layout(location = 7) in vec3 a_normal;\n  layout(location = 8) in vec4 a_color1;\n#endif\nvec4 lpvs_main () {\n  vec3 compScale = scale.xyz * a_texCoord1;\n  vec4 pos = vec4(a_position, 1);\n  #if CC_RENDER_MODE == 1\n    vec4 velocity = vec4(a_color1.xyz, 0);\n  #endif\n  #if !CC_USE_WORLD_SPACE\n    pos = cc_matWorld * pos;\n    #if CC_RENDER_MODE == 1\n      velocity = cc_matWorld * velocity;\n    #endif\n  #endif\n  #if ROTATION_OVER_TIME_MODULE_ENABLE\n    vec3 rotTmp = a_texCoord2;\n    float mulFactor = 1.0;\n    if (rotTmp.x > 10.0 * 0.5) {\n        rotTmp.x -= 10.0;\n        mulFactor = -1.0;\n    }\n    vec4 rot = vec4(rotTmp, 0.0);\n    rot.w = mulFactor * sqrt(abs(1.0 - rot.x * rot.x - rot.y * rot.y - rot.z * rot.z));\n  #else\n    #if CC_RENDER_MODE != 4\n      #if CC_RENDER_MODE == 0\n        vec3 rotEuler = a_texCoord2;\n      #elif CC_RENDER_MODE == 1\n        vec3 rotEuler = vec3(0.);\n      #else\n        vec3 rotEuler = vec3(0., 0., a_texCoord2.z);\n      #endif\n      vec4 rot = quaternionFromEuler(rotEuler);\n    #else\n      vec4 rot = quaternionFromEuler(a_texCoord2);\n    #endif\n  #endif\n  #if CC_RENDER_MODE != 4\n    vec2 cornerOffset = vec2((a_texCoord.xy - 0.5));\n    #if CC_RENDER_MODE == 0 || CC_RENDER_MODE == 3\n      computeVertPos(pos, cornerOffset, rot, compScale, cc_matViewInv);\n    #elif CC_RENDER_MODE == 1\n      computeVertPos(pos, cornerOffset, rot, compScale, cc_cameraPos.xyz, velocity, frameTile_velLenScale.z, frameTile_velLenScale.w, a_texCoord.x);\n    #elif 2\n      computeVertPos(pos, cornerOffset, rot, compScale);\n    #endif\n    color = a_color;\n  #else\n    mat3 rotMat = quatToMat3(rot);\n    mat3 nodeMat = quatToMat3(nodeRotation);\n    rotMat = nodeMat * rotMat;\n    rot = mat3ToQuat(rotMat);\n    mat4 xformNoScale = matrixFromRT(rot, pos.xyz);\n    mat4 xform = matFromRTS(rot, pos.xyz, compScale);\n    pos = xform * vec4(a_texCoord3, 1);\n    vec4 normal = xformNoScale * vec4(a_normal, 0);\n    color = a_color * a_color1;\n  #endif\n  uv = computeUV(a_texCoord.z, a_texCoord.xy, frameTile_velLenScale.xy) * mainTiling_Offset.xy + mainTiling_Offset.zw;\n  pos = cc_matViewProj * pos;\n  return pos;\n}\nvoid main() { gl_Position = lpvs_main(); }","frag":"\nprecision mediump 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};\nvec4 CCFragOutput (vec4 color) {\n  return color;\n}\nlayout(location = 0) in vec2 uv;\nlayout(location = 1) in vec4 color;\nlayout(set = 1, binding = 1) uniform sampler2D mainTexture;\nvec4 premultiplied () {\n  vec4 col = color * texture(mainTexture, uv) * color.a;\n  return CCFragOutput(col);\n}\nlayout(location = 0) out vec4 cc_FragColor;\nvoid main() { cc_FragColor = premultiplied(); }"},"glsl3":{"vert":"\nprecision highp float;\nvec4 quaternionFromAxis (vec3 xAxis,vec3 yAxis,vec3 zAxis){\n  mat3 m = mat3(xAxis,yAxis,zAxis);\n  float trace = m[0][0] + m[1][1] + m[2][2];\n  vec4 quat;\n  if (trace > 0.) {\n    float s = 0.5 / sqrt(trace + 1.0);\n    quat.w = 0.25 / s;\n    quat.x = (m[2][1] - m[1][2]) * s;\n    quat.y = (m[0][2] - m[2][0]) * s;\n    quat.z = (m[1][0] - m[0][1]) * s;\n  } else if ((m[0][0] > m[1][1]) && (m[0][0] > m[2][2])) {\n    float s = 2.0 * sqrt(1.0 + m[0][0] - m[1][1] - m[2][2]);\n    quat.w = (m[2][1] - m[1][2]) / s;\n    quat.x = 0.25 * s;\n    quat.y = (m[0][1] + m[1][0]) / s;\n    quat.z = (m[0][2] + m[2][0]) / s;\n  } else if (m[1][1] > m[2][2]) {\n    float s = 2.0 * sqrt(1.0 + m[1][1] - m[0][0] - m[2][2]);\n    quat.w = (m[0][2] - m[2][0]) / s;\n    quat.x = (m[0][1] + m[1][0]) / s;\n    quat.y = 0.25 * s;\n    quat.z = (m[1][2] + m[2][1]) / s;\n  } else {\n    float s = 2.0 * sqrt(1.0 + m[2][2] - m[0][0] - m[1][1]);\n    quat.w = (m[1][0] - m[0][1]) / s;\n    quat.x = (m[0][2] + m[2][0]) / s;\n    quat.y = (m[1][2] + m[2][1]) / s;\n    quat.z = 0.25 * s;\n  }\n  float len = quat.x * quat.x + quat.y * quat.y + quat.z * quat.z + quat.w * quat.w;\n  if (len > 0.) {\n    len = 1. / sqrt(len);\n    quat.x = quat.x * len;\n    quat.y = quat.y * len;\n    quat.z = quat.z * len;\n    quat.w = quat.w * len;\n  }\n  return quat;\n}\nvec4 quaternionFromEuler (vec3 angle){\n  float x = angle.x / 2.;\n  float y = angle.y / 2.;\n  float z = angle.z / 2.;\n  float sx = sin(x);\n  float cx = cos(x);\n  float sy = sin(y);\n  float cy = cos(y);\n  float sz = sin(z);\n  float cz = cos(z);\n  vec4 quat = vec4(0);\n  quat.x = sx * cy * cz + cx * sy * sz;\n  quat.y = cx * sy * cz + sx * cy * sz;\n  quat.z = cx * cy * sz - sx * sy * cz;\n  quat.w = cx * cy * cz - sx * sy * sz;\n  return quat;\n}\nmat4 matrixFromRT (vec4 q, vec3 p){\n  float x2 = q.x + q.x;\n  float y2 = q.y + q.y;\n  float z2 = q.z + q.z;\n  float xx = q.x * x2;\n  float xy = q.x * y2;\n  float xz = q.x * z2;\n  float yy = q.y * y2;\n  float yz = q.y * z2;\n  float zz = q.z * z2;\n  float wx = q.w * x2;\n  float wy = q.w * y2;\n  float wz = q.w * z2;\n  return mat4(\n    1. - (yy + zz), xy + wz, xz - wy, 0,\n    xy - wz, 1. - (xx + zz), yz + wx, 0,\n    xz + wy, yz - wx, 1. - (xx + yy), 0,\n    p.x, p.y, p.z, 1\n  );\n}\nmat4 matFromRTS (vec4 q, vec3 t, vec3 s){\n  float x = q.x, y = q.y, z = q.z, w = q.w;\n  float x2 = x + x;\n  float y2 = y + y;\n  float z2 = z + z;\n  float xx = x * x2;\n  float xy = x * y2;\n  float xz = x * z2;\n  float yy = y * y2;\n  float yz = y * z2;\n  float zz = z * z2;\n  float wx = w * x2;\n  float wy = w * y2;\n  float wz = w * z2;\n  float sx = s.x;\n  float sy = s.y;\n  float sz = s.z;\n  return mat4((1. - (yy + zz)) * sx, (xy + wz) * sx, (xz - wy) * sx, 0,\n    (xy - wz) * sy, (1. - (xx + zz)) * sy, (yz + wx) * sy, 0,\n    (xz + wy) * sz, (yz - wx) * sz, (1. - (xx + yy)) * sz, 0,\n    t.x, t.y, t.z, 1);\n}\nvec4 quatMultiply (vec4 a, vec4 b){\n  vec4 quat;\n  quat.x = a.x * b.w + a.w * b.x + a.y * b.z - a.z * b.y;\n  quat.y = a.y * b.w + a.w * b.y + a.z * b.x - a.x * b.z;\n  quat.z = a.z * b.w + a.w * b.z + a.x * b.y - a.y * b.x;\n  quat.w = a.w * b.w - a.x * b.x - a.y * b.y - a.z * b.z;\n  return quat;\n}\nvoid rotateVecFromQuat (inout vec3 v, vec4 q){\n  float ix = q.w * v.x + q.y * v.z - q.z * v.y;\n  float iy = q.w * v.y + q.z * v.x - q.x * v.z;\n  float iz = q.w * v.z + q.x * v.y - q.y * v.x;\n  float iw = -q.x * v.x - q.y * v.y - q.z * v.z;\n  v.x = ix * q.w + iw * -q.x + iy * -q.z - iz * -q.y;\n  v.y = iy * q.w + iw * -q.y + iz * -q.x - ix * -q.z;\n  v.z = iz * q.w + iw * -q.z + ix * -q.y - iy * -q.x;\n}\nvec3 rotateInLocalSpace (vec3 pos, vec3 xAxis, vec3 yAxis, vec3 zAxis, vec4 q){\n  vec4 viewQuat = quaternionFromAxis(xAxis, yAxis, zAxis);\n  vec4 rotQuat = quatMultiply(viewQuat, q);\n  rotateVecFromQuat(pos, rotQuat);\n  return pos;\n}\nmat3 quatToMat3(vec4 q) {\n  vec3 m0 = vec3(\n    1.0 - 2.0 * q.y * q.y - 2.0 * q.z * q.z,\n    2.0 * q.x * q.y + 2.0 * q.w * q.z,\n    2.0 * q.x * q.z - 2.0 * q.w * q.y);\n\tvec3 m1 = vec3(\n    2.0 * q.x * q.y - 2.0 * q.w * q.z,\n    1.0 - 2.0 * q.x * q.x - 2.0 * q.z * q.z,\n    2.0 * q.y * q.z + 2.0 * q.w * q.x);\n\tvec3 m2 = vec3(\n    2.0 * q.x * q.z + 2.0 * q.w * q.y,\n    2.0 * q.y * q.z - 2.0 * q.w * q.x,\n    1.0 - 2.0 * q.x * q.x - 2.0 * q.y * q.y);\n  return mat3(m0, m1, m2);\n}\nvec4 mat3ToQuat(mat3 mat) {\n  float tr = mat[0][0] + mat[1][1] + mat[2][2];\n\tfloat qw, qx, qy, qz;\n  if (tr > 0.0) {\n    float S = sqrt(tr + 1.0) * 2.0;\n\t  float invS = 1.0 / S;\n\t  qw = 0.25 * S;\n\t  qx = (mat[1][2] - mat[2][1]) * invS;\n\t  qy = (mat[2][0] - mat[0][2]) * invS;\n\t  qz = (mat[0][1] - mat[1][0]) * invS;\n  } else if ((mat[0][0] > mat[1][1])&&(mat[0][0] > mat[2][2])) {\n    float S = sqrt(1.0 + mat[0][0] - mat[1][1] - mat[2][2]) * 2.0;\n\t  float invS = 1.0 / S;\n\t  qw = (mat[1][2] - mat[2][1]) * invS;\n\t  qx = 0.25 * S;\n\t  qy = (mat[1][0] + mat[0][1]) * invS;\n\t  qz = (mat[2][0] + mat[0][2]) * invS;\n  } else if (mat[1][1] > mat[2][2]) {\n\t  float S = sqrt(1.0 + mat[1][1] - mat[0][0] - mat[2][2]) * 2.0;\n\t  float invS = 1.0 / S;\n\t  qw = (mat[2][0] - mat[0][2]) * invS;\n\t  qx = (mat[1][0] + mat[0][1]) * invS;\n\t  qy = 0.25 * S;\n\t  qz = (mat[2][1] + mat[1][2]) * invS;\n  } else {\n\t  float S = sqrt(1.0 + mat[2][2] - mat[0][0] - mat[1][1]) * 2.0;\n\t  float invS = 1.0 / S;\n\t  qw = (mat[0][1] - mat[1][0]) * invS;\n\t  qx = (mat[2][0] + mat[0][2]) * invS;\n\t  qy = (mat[2][1] + mat[1][2]) * invS;\n\t  qz = 0.25 * S;\n  }\n  return vec4(qx, qy, qz, qw);\n}\nlayout(std140) uniform Constants {\n  vec4 mainTiling_Offset;\n  vec4 frameTile_velLenScale;\n  vec4 scale;\n  vec4 nodeRotation;\n};\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};\nlayout(std140) uniform CCLocal {\n  highp mat4 cc_matWorld;\n  highp mat4 cc_matWorldIT;\n  highp vec4 cc_lightingMapUVParam;\n};\nout mediump vec2 uv;\nout mediump vec4 color;\nvoid computeVertPos (inout vec4 pos, vec2 vertOffset, vec4 q, vec3 s\n#if CC_RENDER_MODE == 0 || CC_RENDER_MODE == 3\n  , mat4 viewInv\n#endif\n#if CC_RENDER_MODE == 1\n  , vec3 eye\n  , vec4 velocity\n  , float velocityScale\n  , float lengthScale\n  , float xIndex\n#endif\n) {\n#if CC_RENDER_MODE == 0\n  vec3 viewSpaceVert = vec3(vertOffset.x * s.x, vertOffset.y * s.y, 0.);\n  vec3 camX = normalize(vec3(viewInv[0][0], viewInv[1][0], viewInv[2][0]));\n  vec3 camY = normalize(vec3(viewInv[0][1], viewInv[1][1], viewInv[2][1]));\n  vec3 camZ = normalize(vec3(viewInv[0][2], viewInv[1][2], viewInv[2][2]));\n  pos.xyz += rotateInLocalSpace(viewSpaceVert, camX, camY, camZ, q);\n#elif CC_RENDER_MODE == 1\n  vec3 camRight = normalize(cross(pos.xyz - eye, velocity.xyz)) * s.x;\n  vec3 camUp = velocity.xyz * velocityScale + normalize(velocity.xyz) * lengthScale * s.y;\n  pos.xyz += (camRight * abs(vertOffset.x) * sign(vertOffset.y)) - camUp * xIndex;\n#elif CC_RENDER_MODE == 2\n  vec3 viewSpaceVert = vec3(vertOffset.x * s.x, vertOffset.y * s.y, 0.);\n  vec3 camX = vec3(1, 0, 0);\n  vec3 camY = vec3(0, 0, -1);\n  pos.xyz += rotateInLocalSpace(viewSpaceVert, camX, camY, cross(camX, camY), q);\n#elif CC_RENDER_MODE == 3\n  vec3 viewSpaceVert = vec3(vertOffset.x * s.x, vertOffset.y * s.y, 0.);\n  rotateVecFromQuat(viewSpaceVert, q);\n  vec3 camX = normalize(vec3(cc_matView[0][0], cc_matView[1][0], cc_matView[2][0]));\n  vec3 camY = vec3(0, 1, 0);\n  vec3 offset = camX * viewSpaceVert.x + camY * viewSpaceVert.y;\n  pos.xyz += offset;\n#else\n  pos.x += vertOffset.x;\n  pos.y += vertOffset.y;\n#endif\n}\nvec2 computeUV (float frameIndex, vec2 vertIndex, vec2 frameTile){\n  vec2 aniUV = vec2(0, floor(frameIndex * frameTile.y));\n  aniUV.x = floor(frameIndex * frameTile.x * frameTile.y - aniUV.y * frameTile.x);\n#if CC_RENDER_MODE != 4\n  vertIndex.y = 1. - vertIndex.y;\n#endif\n  return (aniUV.xy + vertIndex) / vec2(frameTile.x, frameTile.y);\n}\nin vec3 a_position;\nin vec3 a_texCoord;\nin vec3 a_texCoord1;\nin vec3 a_texCoord2;\nin vec4 a_color;\n#if CC_RENDER_MODE == 1\n  in vec3 a_color1;\n#endif\n#if CC_RENDER_MODE == 4\n  in vec3 a_texCoord3;\n  in vec3 a_normal;\n  in vec4 a_color1;\n#endif\nvec4 lpvs_main () {\n  vec3 compScale = scale.xyz * a_texCoord1;\n  vec4 pos = vec4(a_position, 1);\n  #if CC_RENDER_MODE == 1\n    vec4 velocity = vec4(a_color1.xyz, 0);\n  #endif\n  #if !CC_USE_WORLD_SPACE\n    pos = cc_matWorld * pos;\n    #if CC_RENDER_MODE == 1\n      velocity = cc_matWorld * velocity;\n    #endif\n  #endif\n  #if ROTATION_OVER_TIME_MODULE_ENABLE\n    vec3 rotTmp = a_texCoord2;\n    float mulFactor = 1.0;\n    if (rotTmp.x > 10.0 * 0.5) {\n        rotTmp.x -= 10.0;\n        mulFactor = -1.0;\n    }\n    vec4 rot = vec4(rotTmp, 0.0);\n    rot.w = mulFactor * sqrt(abs(1.0 - rot.x * rot.x - rot.y * rot.y - rot.z * rot.z));\n  #else\n    #if CC_RENDER_MODE != 4\n      #if CC_RENDER_MODE == 0\n        vec3 rotEuler = a_texCoord2;\n      #elif CC_RENDER_MODE == 1\n        vec3 rotEuler = vec3(0.);\n      #else\n        vec3 rotEuler = vec3(0., 0., a_texCoord2.z);\n      #endif\n      vec4 rot = quaternionFromEuler(rotEuler);\n    #else\n      vec4 rot = quaternionFromEuler(a_texCoord2);\n    #endif\n  #endif\n  #if CC_RENDER_MODE != 4\n    vec2 cornerOffset = vec2((a_texCoord.xy - 0.5));\n    #if CC_RENDER_MODE == 0 || CC_RENDER_MODE == 3\n      computeVertPos(pos, cornerOffset, rot, compScale, cc_matViewInv);\n    #elif CC_RENDER_MODE == 1\n      computeVertPos(pos, cornerOffset, rot, compScale, cc_cameraPos.xyz, velocity, frameTile_velLenScale.z, frameTile_velLenScale.w, a_texCoord.x);\n    #elif 2\n      computeVertPos(pos, cornerOffset, rot, compScale);\n    #endif\n    color = a_color;\n  #else\n    mat3 rotMat = quatToMat3(rot);\n    mat3 nodeMat = quatToMat3(nodeRotation);\n    rotMat = nodeMat * rotMat;\n    rot = mat3ToQuat(rotMat);\n    mat4 xformNoScale = matrixFromRT(rot, pos.xyz);\n    mat4 xform = matFromRTS(rot, pos.xyz, compScale);\n    pos = xform * vec4(a_texCoord3, 1);\n    vec4 normal = xformNoScale * vec4(a_normal, 0);\n    color = a_color * a_color1;\n  #endif\n  uv = computeUV(a_texCoord.z, a_texCoord.xy, frameTile_velLenScale.xy) * mainTiling_Offset.xy + mainTiling_Offset.zw;\n  pos = cc_matViewProj * pos;\n  return pos;\n}\nvoid main() { gl_Position = lpvs_main(); }","frag":"\nprecision mediump 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};\nvec4 CCFragOutput (vec4 color) {\n  return color;\n}\nin vec2 uv;\nin vec4 color;\nuniform sampler2D mainTexture;\nvec4 premultiplied () {\n  vec4 col = color * texture(mainTexture, uv) * color.a;\n  return CCFragOutput(col);\n}\nlayout(location = 0) out vec4 cc_FragColor;\nvoid main() { cc_FragColor = premultiplied(); }"},"glsl1":{"vert":"\nprecision highp float;\nvec4 quaternionFromAxis (vec3 xAxis,vec3 yAxis,vec3 zAxis){\n  mat3 m = mat3(xAxis,yAxis,zAxis);\n  float trace = m[0][0] + m[1][1] + m[2][2];\n  vec4 quat;\n  if (trace > 0.) {\n    float s = 0.5 / sqrt(trace + 1.0);\n    quat.w = 0.25 / s;\n    quat.x = (m[2][1] - m[1][2]) * s;\n    quat.y = (m[0][2] - m[2][0]) * s;\n    quat.z = (m[1][0] - m[0][1]) * s;\n  } else if ((m[0][0] > m[1][1]) && (m[0][0] > m[2][2])) {\n    float s = 2.0 * sqrt(1.0 + m[0][0] - m[1][1] - m[2][2]);\n    quat.w = (m[2][1] - m[1][2]) / s;\n    quat.x = 0.25 * s;\n    quat.y = (m[0][1] + m[1][0]) / s;\n    quat.z = (m[0][2] + m[2][0]) / s;\n  } else if (m[1][1] > m[2][2]) {\n    float s = 2.0 * sqrt(1.0 + m[1][1] - m[0][0] - m[2][2]);\n    quat.w = (m[0][2] - m[2][0]) / s;\n    quat.x = (m[0][1] + m[1][0]) / s;\n    quat.y = 0.25 * s;\n    quat.z = (m[1][2] + m[2][1]) / s;\n  } else {\n    float s = 2.0 * sqrt(1.0 + m[2][2] - m[0][0] - m[1][1]);\n    quat.w = (m[1][0] - m[0][1]) / s;\n    quat.x = (m[0][2] + m[2][0]) / s;\n    quat.y = (m[1][2] + m[2][1]) / s;\n    quat.z = 0.25 * s;\n  }\n  float len = quat.x * quat.x + quat.y * quat.y + quat.z * quat.z + quat.w * quat.w;\n  if (len > 0.) {\n    len = 1. / sqrt(len);\n    quat.x = quat.x * len;\n    quat.y = quat.y * len;\n    quat.z = quat.z * len;\n    quat.w = quat.w * len;\n  }\n  return quat;\n}\nvec4 quaternionFromEuler (vec3 angle){\n  float x = angle.x / 2.;\n  float y = angle.y / 2.;\n  float z = angle.z / 2.;\n  float sx = sin(x);\n  float cx = cos(x);\n  float sy = sin(y);\n  float cy = cos(y);\n  float sz = sin(z);\n  float cz = cos(z);\n  vec4 quat = vec4(0);\n  quat.x = sx * cy * cz + cx * sy * sz;\n  quat.y = cx * sy * cz + sx * cy * sz;\n  quat.z = cx * cy * sz - sx * sy * cz;\n  quat.w = cx * cy * cz - sx * sy * sz;\n  return quat;\n}\nmat4 matrixFromRT (vec4 q, vec3 p){\n  float x2 = q.x + q.x;\n  float y2 = q.y + q.y;\n  float z2 = q.z + q.z;\n  float xx = q.x * x2;\n  float xy = q.x * y2;\n  float xz = q.x * z2;\n  float yy = q.y * y2;\n  float yz = q.y * z2;\n  float zz = q.z * z2;\n  float wx = q.w * x2;\n  float wy = q.w * y2;\n  float wz = q.w * z2;\n  return mat4(\n    1. - (yy + zz), xy + wz, xz - wy, 0,\n    xy - wz, 1. - (xx + zz), yz + wx, 0,\n    xz + wy, yz - wx, 1. - (xx + yy), 0,\n    p.x, p.y, p.z, 1\n  );\n}\nmat4 matFromRTS (vec4 q, vec3 t, vec3 s){\n  float x = q.x, y = q.y, z = q.z, w = q.w;\n  float x2 = x + x;\n  float y2 = y + y;\n  float z2 = z + z;\n  float xx = x * x2;\n  float xy = x * y2;\n  float xz = x * z2;\n  float yy = y * y2;\n  float yz = y * z2;\n  float zz = z * z2;\n  float wx = w * x2;\n  float wy = w * y2;\n  float wz = w * z2;\n  float sx = s.x;\n  float sy = s.y;\n  float sz = s.z;\n  return mat4((1. - (yy + zz)) * sx, (xy + wz) * sx, (xz - wy) * sx, 0,\n    (xy - wz) * sy, (1. - (xx + zz)) * sy, (yz + wx) * sy, 0,\n    (xz + wy) * sz, (yz - wx) * sz, (1. - (xx + yy)) * sz, 0,\n    t.x, t.y, t.z, 1);\n}\nvec4 quatMultiply (vec4 a, vec4 b){\n  vec4 quat;\n  quat.x = a.x * b.w + a.w * b.x + a.y * b.z - a.z * b.y;\n  quat.y = a.y * b.w + a.w * b.y + a.z * b.x - a.x * b.z;\n  quat.z = a.z * b.w + a.w * b.z + a.x * b.y - a.y * b.x;\n  quat.w = a.w * b.w - a.x * b.x - a.y * b.y - a.z * b.z;\n  return quat;\n}\nvoid rotateVecFromQuat (inout vec3 v, vec4 q){\n  float ix = q.w * v.x + q.y * v.z - q.z * v.y;\n  float iy = q.w * v.y + q.z * v.x - q.x * v.z;\n  float iz = q.w * v.z + q.x * v.y - q.y * v.x;\n  float iw = -q.x * v.x - q.y * v.y - q.z * v.z;\n  v.x = ix * q.w + iw * -q.x + iy * -q.z - iz * -q.y;\n  v.y = iy * q.w + iw * -q.y + iz * -q.x - ix * -q.z;\n  v.z = iz * q.w + iw * -q.z + ix * -q.y - iy * -q.x;\n}\nvec3 rotateInLocalSpace (vec3 pos, vec3 xAxis, vec3 yAxis, vec3 zAxis, vec4 q){\n  vec4 viewQuat = quaternionFromAxis(xAxis, yAxis, zAxis);\n  vec4 rotQuat = quatMultiply(viewQuat, q);\n  rotateVecFromQuat(pos, rotQuat);\n  return pos;\n}\nmat3 quatToMat3(vec4 q) {\n  vec3 m0 = vec3(\n    1.0 - 2.0 * q.y * q.y - 2.0 * q.z * q.z,\n    2.0 * q.x * q.y + 2.0 * q.w * q.z,\n    2.0 * q.x * q.z - 2.0 * q.w * q.y);\n\tvec3 m1 = vec3(\n    2.0 * q.x * q.y - 2.0 * q.w * q.z,\n    1.0 - 2.0 * q.x * q.x - 2.0 * q.z * q.z,\n    2.0 * q.y * q.z + 2.0 * q.w * q.x);\n\tvec3 m2 = vec3(\n    2.0 * q.x * q.z + 2.0 * q.w * q.y,\n    2.0 * q.y * q.z - 2.0 * q.w * q.x,\n    1.0 - 2.0 * q.x * q.x - 2.0 * q.y * q.y);\n  return mat3(m0, m1, m2);\n}\nvec4 mat3ToQuat(mat3 mat) {\n  float tr = mat[0][0] + mat[1][1] + mat[2][2];\n\tfloat qw, qx, qy, qz;\n  if (tr > 0.0) {\n    float S = sqrt(tr + 1.0) * 2.0;\n\t  float invS = 1.0 / S;\n\t  qw = 0.25 * S;\n\t  qx = (mat[1][2] - mat[2][1]) * invS;\n\t  qy = (mat[2][0] - mat[0][2]) * invS;\n\t  qz = (mat[0][1] - mat[1][0]) * invS;\n  } else if ((mat[0][0] > mat[1][1])&&(mat[0][0] > mat[2][2])) {\n    float S = sqrt(1.0 + mat[0][0] - mat[1][1] - mat[2][2]) * 2.0;\n\t  float invS = 1.0 / S;\n\t  qw = (mat[1][2] - mat[2][1]) * invS;\n\t  qx = 0.25 * S;\n\t  qy = (mat[1][0] + mat[0][1]) * invS;\n\t  qz = (mat[2][0] + mat[0][2]) * invS;\n  } else if (mat[1][1] > mat[2][2]) {\n\t  float S = sqrt(1.0 + mat[1][1] - mat[0][0] - mat[2][2]) * 2.0;\n\t  float invS = 1.0 / S;\n\t  qw = (mat[2][0] - mat[0][2]) * invS;\n\t  qx = (mat[1][0] + mat[0][1]) * invS;\n\t  qy = 0.25 * S;\n\t  qz = (mat[2][1] + mat[1][2]) * invS;\n  } else {\n\t  float S = sqrt(1.0 + mat[2][2] - mat[0][0] - mat[1][1]) * 2.0;\n\t  float invS = 1.0 / S;\n\t  qw = (mat[0][1] - mat[1][0]) * invS;\n\t  qx = (mat[2][0] + mat[0][2]) * invS;\n\t  qy = (mat[2][1] + mat[1][2]) * invS;\n\t  qz = 0.25 * S;\n  }\n  return vec4(qx, qy, qz, qw);\n}\n   uniform vec4 mainTiling_Offset;\n   uniform vec4 frameTile_velLenScale;\n   uniform vec4 scale;\n   uniform vec4 nodeRotation;\nuniform highp mat4 cc_matView;\n  uniform highp mat4 cc_matViewInv;\n  uniform highp mat4 cc_matViewProj;\n  uniform highp vec4 cc_cameraPos;\nuniform highp mat4 cc_matWorld;\nvarying mediump vec2 uv;\nvarying mediump vec4 color;\nvoid computeVertPos (inout vec4 pos, vec2 vertOffset, vec4 q, vec3 s\n#if CC_RENDER_MODE == 0 || CC_RENDER_MODE == 3\n  , mat4 viewInv\n#endif\n#if CC_RENDER_MODE == 1\n  , vec3 eye\n  , vec4 velocity\n  , float velocityScale\n  , float lengthScale\n  , float xIndex\n#endif\n) {\n#if CC_RENDER_MODE == 0\n  vec3 viewSpaceVert = vec3(vertOffset.x * s.x, vertOffset.y * s.y, 0.);\n  vec3 camX = normalize(vec3(viewInv[0][0], viewInv[1][0], viewInv[2][0]));\n  vec3 camY = normalize(vec3(viewInv[0][1], viewInv[1][1], viewInv[2][1]));\n  vec3 camZ = normalize(vec3(viewInv[0][2], viewInv[1][2], viewInv[2][2]));\n  pos.xyz += rotateInLocalSpace(viewSpaceVert, camX, camY, camZ, q);\n#elif CC_RENDER_MODE == 1\n  vec3 camRight = normalize(cross(pos.xyz - eye, velocity.xyz)) * s.x;\n  vec3 camUp = velocity.xyz * velocityScale + normalize(velocity.xyz) * lengthScale * s.y;\n  pos.xyz += (camRight * abs(vertOffset.x) * sign(vertOffset.y)) - camUp * xIndex;\n#elif CC_RENDER_MODE == 2\n  vec3 viewSpaceVert = vec3(vertOffset.x * s.x, vertOffset.y * s.y, 0.);\n  vec3 camX = vec3(1, 0, 0);\n  vec3 camY = vec3(0, 0, -1);\n  pos.xyz += rotateInLocalSpace(viewSpaceVert, camX, camY, cross(camX, camY), q);\n#elif CC_RENDER_MODE == 3\n  vec3 viewSpaceVert = vec3(vertOffset.x * s.x, vertOffset.y * s.y, 0.);\n  rotateVecFromQuat(viewSpaceVert, q);\n  vec3 camX = normalize(vec3(cc_matView[0][0], cc_matView[1][0], cc_matView[2][0]));\n  vec3 camY = vec3(0, 1, 0);\n  vec3 offset = camX * viewSpaceVert.x + camY * viewSpaceVert.y;\n  pos.xyz += offset;\n#else\n  pos.x += vertOffset.x;\n  pos.y += vertOffset.y;\n#endif\n}\nvec2 computeUV (float frameIndex, vec2 vertIndex, vec2 frameTile){\n  vec2 aniUV = vec2(0, floor(frameIndex * frameTile.y));\n  aniUV.x = floor(frameIndex * frameTile.x * frameTile.y - aniUV.y * frameTile.x);\n#if CC_RENDER_MODE != 4\n  vertIndex.y = 1. - vertIndex.y;\n#endif\n  return (aniUV.xy + vertIndex) / vec2(frameTile.x, frameTile.y);\n}\nattribute vec3 a_position;\nattribute vec3 a_texCoord;\nattribute vec3 a_texCoord1;\nattribute vec3 a_texCoord2;\nattribute vec4 a_color;\n#if CC_RENDER_MODE == 1\n  attribute vec3 a_color1;\n#endif\n#if CC_RENDER_MODE == 4\n  attribute vec3 a_texCoord3;\n  attribute vec3 a_normal;\n  attribute vec4 a_color1;\n#endif\nvec4 lpvs_main () {\n  vec3 compScale = scale.xyz * a_texCoord1;\n  vec4 pos = vec4(a_position, 1);\n  #if CC_RENDER_MODE == 1\n    vec4 velocity = vec4(a_color1.xyz, 0);\n  #endif\n  #if !CC_USE_WORLD_SPACE\n    pos = cc_matWorld * pos;\n    #if CC_RENDER_MODE == 1\n      velocity = cc_matWorld * velocity;\n    #endif\n  #endif\n  #if ROTATION_OVER_TIME_MODULE_ENABLE\n    vec3 rotTmp = a_texCoord2;\n    float mulFactor = 1.0;\n    if (rotTmp.x > 10.0 * 0.5) {\n        rotTmp.x -= 10.0;\n        mulFactor = -1.0;\n    }\n    vec4 rot = vec4(rotTmp, 0.0);\n    rot.w = mulFactor * sqrt(abs(1.0 - rot.x * rot.x - rot.y * rot.y - rot.z * rot.z));\n  #else\n    #if CC_RENDER_MODE != 4\n      #if CC_RENDER_MODE == 0\n        vec3 rotEuler = a_texCoord2;\n      #elif CC_RENDER_MODE == 1\n        vec3 rotEuler = vec3(0.);\n      #else\n        vec3 rotEuler = vec3(0., 0., a_texCoord2.z);\n      #endif\n      vec4 rot = quaternionFromEuler(rotEuler);\n    #else\n      vec4 rot = quaternionFromEuler(a_texCoord2);\n    #endif\n  #endif\n  #if CC_RENDER_MODE != 4\n    vec2 cornerOffset = vec2((a_texCoord.xy - 0.5));\n    #if CC_RENDER_MODE == 0 || CC_RENDER_MODE == 3\n      computeVertPos(pos, cornerOffset, rot, compScale, cc_matViewInv);\n    #elif CC_RENDER_MODE == 1\n      computeVertPos(pos, cornerOffset, rot, compScale, cc_cameraPos.xyz, velocity, frameTile_velLenScale.z, frameTile_velLenScale.w, a_texCoord.x);\n    #elif 2\n      computeVertPos(pos, cornerOffset, rot, compScale);\n    #endif\n    color = a_color;\n  #else\n    mat3 rotMat = quatToMat3(rot);\n    mat3 nodeMat = quatToMat3(nodeRotation);\n    rotMat = nodeMat * rotMat;\n    rot = mat3ToQuat(rotMat);\n    mat4 xformNoScale = matrixFromRT(rot, pos.xyz);\n    mat4 xform = matFromRTS(rot, pos.xyz, compScale);\n    pos = xform * vec4(a_texCoord3, 1);\n    vec4 normal = xformNoScale * vec4(a_normal, 0);\n    color = a_color * a_color1;\n  #endif\n  uv = computeUV(a_texCoord.z, a_texCoord.xy, frameTile_velLenScale.xy) * mainTiling_Offset.xy + mainTiling_Offset.zw;\n  pos = cc_matViewProj * pos;\n  return pos;\n}\nvoid main() { gl_Position = lpvs_main(); }","frag":"\nprecision mediump float;\nvec4 CCFragOutput (vec4 color) {\n  return color;\n}\nvarying vec2 uv;\nvarying vec4 color;\nuniform sampler2D mainTexture;\nvec4 premultiplied () {\n  vec4 col = color * texture2D(mainTexture, uv) * color.a;\n  return CCFragOutput(col);\n}\nvoid main() { gl_FragColor = premultiplied(); }"},"builtins":{"globals":{"blocks":[{"name":"CCGlobal","defines":[]},{"name":"CCCamera","defines":[]}],"samplerTextures":[],"buffers":[],"images":[]},"locals":{"blocks":[{"name":"CCLocal","defines":[]}],"samplerTextures":[],"buffers":[],"images":[]},"statistics":{"CC_EFFECT_USED_VERTEX_UNIFORM_VECTORS":52,"CC_EFFECT_USED_FRAGMENT_UNIFORM_VECTORS":39}},"defines":[{"name":"CC_RENDER_MODE","type":"number","defines":[],"range":[0,4]},{"name":"CC_USE_WORLD_SPACE","type":"boolean","defines":[]},{"name":"ROTATION_OVER_TIME_MODULE_ENABLE","type":"boolean","defines":[]}]}],[{"name":"add","passes":[{"program":"builtin-particle|particle-vs-legacy:lpvs_main|tinted-fs:add","rasterizerState":{"cullMode":0},"blendState":{"targets":[{"blend":true,"blendSrc":2,"blendDst":1,"blendSrcAlpha":2,"blendDstAlpha":1}]},"depthStencilState":{"depthTest":true,"depthWrite":false},"properties":{"mainTexture":{"value":"grey","type":28},"mainTiling_Offset":{"type":16,"value":[1,1,0,0]},"tintColor":{"type":16,"value":[0.5,0.5,0.5,0.5],"editor":{"type":"color"}}}}]},{"name":"alpha-blend","passes":[{"program":"builtin-particle|particle-vs-legacy:lpvs_main|tinted-fs:add","rasterizerState":{"cullMode":0},"blendState":{"targets":[{"blend":true,"blendSrc":2,"blendDst":4,"blendSrcAlpha":0,"blendDstAlpha":1}]},"depthStencilState":{"depthTest":true,"depthWrite":false},"properties":{"mainTexture":{"value":"grey","type":28},"mainTiling_Offset":{"type":16,"value":[1,1,0,0]},"tintColor":{"type":16,"value":[0.5,0.5,0.5,0.5],"editor":{"type":"color"}}}}]},{"name":"add-multiply","passes":[{"program":"builtin-particle|particle-vs-legacy:lpvs_main|tinted-fs:multiply","rasterizerState":{"cullMode":0},"blendState":{"targets":[{"blend":true,"blendSrc":7,"blendDst":1,"blendSrcAlpha":0,"blendDstAlpha":3}]},"depthStencilState":{"depthTest":true,"depthWrite":false},"properties":{"mainTexture":{"value":"grey","type":28},"mainTiling_Offset":{"type":16,"value":[1,1,0,0]},"tintColor":{"type":16,"value":[0.5,0.5,0.5,0.5],"editor":{"type":"color"}}}}]},{"name":"add-smooth","passes":[{"program":"builtin-particle|particle-vs-legacy:lpvs_main|no-tint-fs:addSmooth","rasterizerState":{"cullMode":0},"blendState":{"targets":[{"blend":true,"blendSrc":2,"blendDst":1,"blendSrcAlpha":2,"blendDstAlpha":1}]},"depthStencilState":{"depthTest":true,"depthWrite":false},"properties":{"mainTexture":{"value":"grey","type":28},"mainTiling_Offset":{"type":16,"value":[1,1,0,0]}}}]},{"name":"premultiply-blend","passes":[{"program":"builtin-particle|particle-vs-legacy:lpvs_main|no-tint-fs:premultiplied","rasterizerState":{"cullMode":0},"blendState":{"targets":[{"blend":true,"blendSrc":2,"blendDst":4,"blendSrcAlpha":0,"blendDstAlpha":1}]},"depthStencilState":{"depthTest":true,"depthWrite":false},"properties":{"mainTexture":{"value":"grey","type":28},"mainTiling_Offset":{"type":16,"value":[1,1,0,0]}}}]}]]],0,0,[],[],[]]
