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LOG2              1.442695\n#define EXP_VALUE         2.71828183\n#define FP_MAX            65504.0\n#define FP_SCALE          0.0009765625\n#define FP_SCALE_INV      1024.0\n#define GRAY_VECTOR       vec3(0.299, 0.587, 0.114)\n#define LIGHT_MAP_TYPE_DISABLED 0\n#define LIGHT_MAP_TYPE_ALL_IN_ONE 1\n#define LIGHT_MAP_TYPE_INDIRECT_OCCLUSION 2\n#define REFLECTION_PROBE_TYPE_NONE 0\n#define REFLECTION_PROBE_TYPE_CUBE 1\n#define REFLECTION_PROBE_TYPE_PLANAR 2\n#define REFLECTION_PROBE_TYPE_BLEND 3\n#define REFLECTION_PROBE_TYPE_BLEND_AND_SKYBOX 4\n#define LIGHT_TYPE_DIRECTIONAL 0.0\n#define LIGHT_TYPE_SPHERE 1.0\n#define LIGHT_TYPE_SPOT 2.0\n#define LIGHT_TYPE_POINT 3.0\n#define LIGHT_TYPE_RANGED_DIRECTIONAL 4.0\n#define IS_DIRECTIONAL_LIGHT(light_type) (abs(float(light_type) - float(LIGHT_TYPE_DIRECTIONAL)) < EPSILON_LOWP)\n#define IS_SPHERE_LIGHT(light_type) (abs(float(light_type) - float(LIGHT_TYPE_SPHERE)) < EPSILON_LOWP)\n#define IS_SPOT_LIGHT(light_type) (abs(float(light_type) - float(LIGHT_TYPE_SPOT)) < EPSILON_LOWP)\n#define IS_POINT_LIGHT(light_type) (abs(float(light_type) - float(LIGHT_TYPE_POINT)) < EPSILON_LOWP)\n#define IS_RANGED_DIRECTIONAL_LIGHT(light_type) (abs(float(light_type) - float(LIGHT_TYPE_RANGED_DIRECTIONAL)) < EPSILON_LOWP)\n#define TONE_MAPPING_ACES 0\n#define TONE_MAPPING_LINEAR 1\n#define SURFACES_MAX_TRANSMIT_DEPTH_VALUE 999999.0\n#ifndef CC_SURFACES_DEBUG_VIEW_SINGLE\n  #define CC_SURFACES_DEBUG_VIEW_SINGLE 1\n#endif\n#ifndef CC_SURFACES_DEBUG_VIEW_COMPOSITE_AND_MISC\n  #define CC_SURFACES_DEBUG_VIEW_COMPOSITE_AND_MISC 2\n#endif\nstruct StandardVertInput {\n  highp vec4 position;\n  vec3 normal;\n  vec4 tangent;\n};\nattribute vec3 a_position;\nattribute vec3 a_normal;\nattribute vec2 a_texCoord;\nattribute vec4 a_tangent;\n#if CC_USE_SKINNING\n    attribute vec4 a_joints;\n  attribute vec4 a_weights;\n#endif\n#if USE_INSTANCING\n  #if CC_USE_BAKED_ANIMATION\n    attribute highp vec4 a_jointAnimInfo;\n  #endif\n  attribute vec4 a_matWorld0;\n  attribute vec4 a_matWorld1;\n  attribute vec4 a_matWorld2;\n  #if CC_USE_LIGHTMAP\n    attribute vec4 a_lightingMapUVParam;\n  #endif\n  #if CC_USE_REFLECTION_PROBE || CC_RECEIVE_SHADOW\n    #if CC_RECEIVE_SHADOW\n    #endif\n    attribute vec4 a_localShadowBiasAndProbeId;\n  #endif\n  #if CC_USE_REFLECTION_PROBE\n    attribute vec4 a_reflectionProbeData;\n  #endif\n  #if CC_USE_LIGHT_PROBE\n    attribute vec4 a_sh_linear_const_r;\n    attribute vec4 a_sh_linear_const_g;\n    attribute vec4 a_sh_linear_const_b;\n  #endif\n#endif\n#if CC_USE_MORPH\n    attribute float a_vertexId;\n    int getVertexId() {\n      return int(a_vertexId);\n    }\n#endif\nhighp float decode32 (highp vec4 rgba) {\n  rgba = rgba * 255.0;\n  highp float Sign = 1.0 - (step(128.0, (rgba[3]) + 0.5)) * 2.0;\n  highp float Exponent = 2.0 * (mod(float(int((rgba[3]) + 0.5)), 128.0)) + (step(128.0, (rgba[2]) + 0.5)) - 127.0;\n  highp float Mantissa = (mod(float(int((rgba[2]) + 0.5)), 128.0)) * 65536.0 + rgba[1] * 256.0 + rgba[0] + 8388608.0;\n  return Sign * exp2(Exponent - 23.0) * Mantissa;\n}\n#if CC_USE_MORPH\n  uniform vec4 cc_displacementWeights[15];\n  uniform vec4 cc_displacementTextureInfo;\n  #if CC_MORPH_TARGET_HAS_POSITION\n    uniform sampler2D cc_PositionDisplacements;\n  #endif\n  #if CC_MORPH_TARGET_HAS_NORMAL\n    uniform sampler2D cc_NormalDisplacements;\n  #endif\n  #if CC_MORPH_TARGET_HAS_TANGENT\n    uniform sampler2D cc_TangentDisplacements;\n  #endif\n  vec2 getPixelLocation(vec2 textureResolution, int pixelIndex) {\n    float pixelIndexF = float(pixelIndex);\n    float x = mod(pixelIndexF, textureResolution.x);\n    float y = floor(pixelIndexF / textureResolution.x);\n    return vec2(x, y);\n  }\n  vec2 getPixelCoordFromLocation(vec2 location, vec2 textureResolution) {\n    return (vec2(location.x, location.y) + .5) / textureResolution;\n  }\n  #if CC_DEVICE_SUPPORT_FLOAT_TEXTURE\n      vec4 fetchVec3ArrayFromTexture(sampler2D tex, int elementIndex) {\n        int pixelIndex = elementIndex;\n        vec2 location = getPixelLocation(cc_displacementTextureInfo.xy, pixelIndex);\n        vec2 uv = getPixelCoordFromLocation(location, cc_displacementTextureInfo.xy);\n        return texture2D(tex, uv);\n      }\n  #else\n    vec4 fetchVec3ArrayFromTexture(sampler2D tex, int elementIndex) {\n      int pixelIndex = elementIndex * 4;\n      vec2 location = getPixelLocation(cc_displacementTextureInfo.xy, pixelIndex);\n      vec2 x = getPixelCoordFromLocation(location + vec2(0.0, 0.0), cc_displacementTextureInfo.xy);\n      vec2 y = getPixelCoordFromLocation(location + vec2(1.0, 0.0), cc_displacementTextureInfo.xy);\n      vec2 z = getPixelCoordFromLocation(location + vec2(2.0, 0.0), cc_displacementTextureInfo.xy);\n      return vec4(\n        decode32(texture2D(tex, x)),\n        decode32(texture2D(tex, y)),\n        decode32(texture2D(tex, z)),\n        1.0\n      );\n    }\n  #endif\n  float getDisplacementWeight(int index) {\n    int quot = index / 4;\n    int remainder = index - quot * 4;\n    if (remainder == 0) {\n      return cc_displacementWeights[quot].x;\n    } else if (remainder == 1) {\n      return cc_displacementWeights[quot].y;\n    } else if (remainder == 2) {\n      return cc_displacementWeights[quot].z;\n    } else {\n      return cc_displacementWeights[quot].w;\n    }\n  }\n  vec3 getVec3DisplacementFromTexture(sampler2D tex, int vertexIndex) {\n  #if CC_MORPH_PRECOMPUTED\n    return fetchVec3ArrayFromTexture(tex, vertexIndex).rgb;\n  #else\n    vec3 result = vec3(0, 0, 0);\n    int nVertices = int(cc_displacementTextureInfo.z);\n    for (int iTarget = 0; iTarget < CC_MORPH_TARGET_COUNT; ++iTarget) {\n      result += (fetchVec3ArrayFromTexture(tex, nVertices * iTarget + vertexIndex).rgb * getDisplacementWeight(iTarget));\n    }\n    return result;\n  #endif\n  }\n  #if CC_MORPH_TARGET_HAS_POSITION\n  vec3 getPositionDisplacement(int vertexId) {\n      return getVec3DisplacementFromTexture(cc_PositionDisplacements, vertexId);\n  }\n  #endif\n  #if CC_MORPH_TARGET_HAS_NORMAL\n  vec3 getNormalDisplacement(int vertexId) {\n      return getVec3DisplacementFromTexture(cc_NormalDisplacements, vertexId);\n  }\n  #endif\n  #if CC_MORPH_TARGET_HAS_TANGENT\n  vec3 getTangentDisplacement(int vertexId) {\n      return getVec3DisplacementFromTexture(cc_TangentDisplacements, vertexId);\n  }\n  #endif\n  void applyMorph (inout vec4 position, inout vec3 normal, inout vec4 tangent) {\n    int vertexId = getVertexId();\n  #if CC_MORPH_TARGET_HAS_POSITION\n    position.xyz = position.xyz + getPositionDisplacement(vertexId);\n  #endif\n  #if CC_MORPH_TARGET_HAS_NORMAL\n    normal.xyz = normal.xyz + getNormalDisplacement(vertexId);\n  #endif\n  #if CC_MORPH_TARGET_HAS_TANGENT\n    tangent.xyz = tangent.xyz + getTangentDisplacement(vertexId);\n  #endif\n  }\n  void applyMorph (inout vec4 position) {\n  #if CC_MORPH_TARGET_HAS_POSITION\n    position.xyz = position.xyz + getPositionDisplacement(getVertexId());\n  #endif\n  }\n#endif\n#if CC_USE_SKINNING\n  #if CC_USE_BAKED_ANIMATION\n    uniform highp vec4 cc_jointTextureInfo;\n    uniform highp vec4 cc_jointAnimInfo;\n    uniform highp sampler2D cc_jointTexture;\n    void CCGetJointTextureCoords(float pixelsPerJoint, float jointIdx, out highp float x, out highp float y, out highp float invSize)\n    {\n      #if USE_INSTANCING\n        highp float temp = pixelsPerJoint * (a_jointAnimInfo.x * a_jointAnimInfo.y + jointIdx) + a_jointAnimInfo.z;\n      #else\n        highp float temp = pixelsPerJoint * (cc_jointAnimInfo.x * cc_jointTextureInfo.y + jointIdx) + cc_jointTextureInfo.z;\n      #endif\n      invSize = cc_jointTextureInfo.w;\n      highp float tempY = floor(temp * invSize);\n      x = floor(temp - tempY * cc_jointTextureInfo.x);\n      y = (tempY + 0.5) * invSize;\n    }\n  #else\n    #if CC_USE_REAL_TIME_JOINT_TEXTURE\n      uniform highp sampler2D cc_realtimeJoint;\n    #else\n      uniform highp vec4 cc_joints[CC_JOINT_UNIFORM_CAPACITY * 3];\n    #endif\n  #endif\n  #if CC_USE_BAKED_ANIMATION\n    #if CC_DEVICE_SUPPORT_FLOAT_TEXTURE\n      mat4 getJointMatrix (float i) {\n        highp float x, y, invSize;\n        CCGetJointTextureCoords(3.0, i, x, y, invSize);\n        vec4 v1 = texture2D(cc_jointTexture, vec2((x + 0.5) * invSize, y));\n        vec4 v2 = texture2D(cc_jointTexture, vec2((x + 1.5) * invSize, y));\n        vec4 v3 = texture2D(cc_jointTexture, vec2((x + 2.5) * invSize, y));\n        return mat4(vec4(v1.xyz, 0.0), vec4(v2.xyz, 0.0), vec4(v3.xyz, 0.0), vec4(v1.w, v2.w, v3.w, 1.0));\n      }\n    #else\n      mat4 getJointMatrix (float i) {\n        highp float x, y, invSize;\n        CCGetJointTextureCoords(12.0, i, x, y, invSize);\n        vec4 v1 = vec4(\n          decode32(texture2D(cc_jointTexture, vec2((x + 0.5) * invSize, y))),\n          decode32(texture2D(cc_jointTexture, vec2((x + 1.5) * invSize, y))),\n          decode32(texture2D(cc_jointTexture, vec2((x + 2.5) * invSize, y))),\n          decode32(texture2D(cc_jointTexture, vec2((x + 3.5) * invSize, y)))\n        );\n        vec4 v2 = vec4(\n          decode32(texture2D(cc_jointTexture, vec2((x + 4.5) * invSize, y))),\n          decode32(texture2D(cc_jointTexture, vec2((x + 5.5) * invSize, y))),\n          decode32(texture2D(cc_jointTexture, vec2((x + 6.5) * invSize, y))),\n          decode32(texture2D(cc_jointTexture, vec2((x + 7.5) * invSize, y)))\n        );\n        vec4 v3 = vec4(\n          decode32(texture2D(cc_jointTexture, vec2((x + 8.5) * invSize, y))),\n          decode32(texture2D(cc_jointTexture, vec2((x + 9.5) * invSize, y))),\n          decode32(texture2D(cc_jointTexture, vec2((x + 10.5) * invSize, y))),\n          decode32(texture2D(cc_jointTexture, vec2((x + 11.5) * invSize, y)))\n        );\n        return mat4(vec4(v1.xyz, 0.0), vec4(v2.xyz, 0.0), vec4(v3.xyz, 0.0), vec4(v1.w, v2.w, v3.w, 1.0));\n      }\n    #endif\n  #else\n    #if CC_USE_REAL_TIME_JOINT_TEXTURE\n      #if CC_DEVICE_SUPPORT_FLOAT_TEXTURE\n        mat4 getJointMatrix (float i) {\n          float x = i;\n          vec4 v1 = texture2D(cc_realtimeJoint, vec2( x / 256.0, 0.5 / 3.0));\n          vec4 v2 = texture2D(cc_realtimeJoint, vec2( x / 256.0, 1.5 / 3.0));\n          vec4 v3 = texture2D(cc_realtimeJoint, vec2( x / 256.0, 2.5 / 3.0));\n          return mat4(vec4(v1.xyz, 0.0), vec4(v2.xyz, 0.0), vec4(v3.xyz, 0.0), vec4(v1.w, v2.w, v3.w, 1.0));\n        }\n      #else\n        mat4 getJointMatrix (float i) {\n         float x = 4.0 * i;\n          vec4 v1 = vec4(\n            decode32(texture2D(cc_realtimeJoint, vec2((x + 0.5)/ 1024.0, 0.5 / 3.0))),\n            decode32(texture2D(cc_realtimeJoint, vec2((x + 1.5)/ 1024.0, 0.5 / 3.0))),\n            decode32(texture2D(cc_realtimeJoint, vec2((x + 2.5)/ 1024.0, 0.5 / 3.0))),\n            decode32(texture2D(cc_realtimeJoint, vec2((x + 3.5)/ 1024.0, 0.5 / 3.0)))\n          );\n          vec4 v2 = vec4(\n            decode32(texture2D(cc_realtimeJoint, vec2((x + 0.5)/ 1024.0, 1.5 / 3.0))),\n            decode32(texture2D(cc_realtimeJoint, vec2((x + 1.5)/ 1024.0, 1.5 / 3.0))),\n            decode32(texture2D(cc_realtimeJoint, vec2((x + 2.5)/ 1024.0, 1.5 / 3.0))),\n            decode32(texture2D(cc_realtimeJoint, vec2((x + 3.5)/ 1024.0, 1.5 / 3.0)))\n          );\n          vec4 v3 = vec4(\n            decode32(texture2D(cc_realtimeJoint, vec2((x + 0.5)/ 1024.0, 2.5 / 3.0))),\n            decode32(texture2D(cc_realtimeJoint, vec2((x + 1.5)/ 1024.0, 2.5 / 3.0))),\n            decode32(texture2D(cc_realtimeJoint, vec2((x + 2.5)/ 1024.0, 2.5 / 3.0))),\n            decode32(texture2D(cc_realtimeJoint, vec2((x + 3.5)/ 1024.0, 2.5 / 3.0)))\n          );\n          return mat4(vec4(v1.xyz, 0.0), vec4(v2.xyz, 0.0), vec4(v3.xyz, 0.0), vec4(v1.w, v2.w, v3.w, 1.0));\n        }\n      #endif\n    #else\n      mat4 getJointMatrix (float i) {\n        int idx = int(i);\n        vec4 v1 = cc_joints[idx * 3];\n        vec4 v2 = cc_joints[idx * 3 + 1];\n        vec4 v3 = cc_joints[idx * 3 + 2];\n        return mat4(vec4(v1.xyz, 0.0), vec4(v2.xyz, 0.0), vec4(v3.xyz, 0.0), vec4(v1.w, v2.w, v3.w, 1.0));\n      }\n    #endif\n  #endif\n  mat4 skinMatrix () {\n    vec4 joints = vec4(a_joints);\n    return getJointMatrix(joints.x) * a_weights.x\n         + getJointMatrix(joints.y) * a_weights.y\n         + getJointMatrix(joints.z) * a_weights.z\n         + getJointMatrix(joints.w) * a_weights.w;\n  }\n  void CCSkin (inout vec4 position) {\n    mat4 m = skinMatrix();\n    position = m * position;\n  }\n  void CCSkin (inout vec4 position, inout vec3 normal, inout vec4 tangent) {\n    mat4 m = skinMatrix();\n    position = m * position;\n    normal = (m * vec4(normal, 0.0)).xyz;\n    tangent.xyz = (m * vec4(tangent.xyz, 0.0)).xyz;\n  }\n#endif\nvoid CCVertInput(inout StandardVertInput In)\n{\n    In.position = vec4(a_position, 1.0);\n    In.normal = a_normal;\n    In.tangent = a_tangent;\n  #if CC_USE_MORPH\n    applyMorph(In.position, In.normal, In.tangent);\n  #endif\n  #if CC_USE_SKINNING\n    CCSkin(In.position, In.normal, In.tangent);\n  #endif\n}\nuniform highp mat4 cc_matView;\n  uniform highp mat4 cc_matProj;\n  uniform highp vec4 cc_cameraPos;\n  uniform mediump vec4 cc_fogBase;\n  uniform mediump vec4 cc_fogAdd;\n#if !USE_INSTANCING\n  uniform highp mat4 cc_matWorld;\n  uniform highp mat4 cc_matWorldIT;\n#endif\nvoid CCGetWorldMatrixFull(out mat4 matWorld, out mat4 matWorldIT)\n{\n  #if USE_INSTANCING\n    matWorld = mat4(\n      vec4(a_matWorld0.xyz, 0.0),\n      vec4(a_matWorld1.xyz, 0.0),\n      vec4(a_matWorld2.xyz, 0.0),\n      vec4(a_matWorld0.w, a_matWorld1.w, a_matWorld2.w, 1.0)\n    );\n    vec3 scale = 1.0 / vec3(length(a_matWorld0.xyz), length(a_matWorld1.xyz), length(a_matWorld2.xyz));\n    vec3 scale2 = scale * scale;\n    matWorldIT = mat4(\n      vec4(a_matWorld0.xyz * scale2.x, 0.0),\n      vec4(a_matWorld1.xyz * scale2.y, 0.0),\n      vec4(a_matWorld2.xyz * scale2.z, 0.0),\n      vec4(0.0, 0.0, 0.0, 1.0)\n    );\n  #else\n    matWorld = cc_matWorld;\n    matWorldIT = cc_matWorldIT;\n  #endif\n}\n#if CC_USE_FOG != 4\n  float LinearFog(vec4 pos, vec3 cameraPos, float fogStart, float fogEnd) {\n      vec4 wPos = pos;\n      float cam_dis = distance(cameraPos, wPos.xyz);\n      return clamp((fogEnd - cam_dis) / (fogEnd - fogStart), 0., 1.);\n  }\n  float ExpFog(vec4 pos, vec3 cameraPos, float fogStart, float fogDensity, float fogAtten) {\n      vec4 wPos = pos;\n      float cam_dis = max(distance(cameraPos, wPos.xyz) - fogStart, 0.0) / fogAtten * 4.;\n      float f = exp(-cam_dis * fogDensity);\n      return f;\n  }\n  float ExpSquaredFog(vec4 pos, vec3 cameraPos, float fogStart, float fogDensity, float fogAtten) {\n      vec4 wPos = pos;\n      float cam_dis = max(distance(cameraPos, wPos.xyz) - fogStart, 0.0) / fogAtten * 4.;\n      float f = exp(-cam_dis * cam_dis * fogDensity * fogDensity);\n      return f;\n  }\n  float LayeredFog(vec4 pos, vec3 cameraPos, float fogTop, float fogRange, float fogAtten) {\n      vec4 wPos = pos;\n      vec3 camWorldProj = cameraPos.xyz;\n      camWorldProj.y = 0.;\n      vec3 worldPosProj = wPos.xyz;\n      worldPosProj.y = 0.;\n      float fDeltaD = distance(worldPosProj, camWorldProj) / fogAtten * 2.0;\n      float fDeltaY, fDensityIntegral;\n      if (cameraPos.y > fogTop) {\n          if (wPos.y < fogTop) {\n              fDeltaY = (fogTop - wPos.y) / fogRange * 2.0;\n              fDensityIntegral = fDeltaY * fDeltaY * 0.5;\n          }\n          else {\n              fDeltaY = 0.;\n              fDensityIntegral = 0.;\n          }\n      }\n      else {\n          if (wPos.y < fogTop) {\n              float fDeltaA = (fogTop - cameraPos.y) / fogRange * 2.;\n              float fDeltaB = (fogTop - wPos.y) / fogRange * 2.;\n              fDeltaY = abs(fDeltaA - fDeltaB);\n              fDensityIntegral = abs((fDeltaA * fDeltaA * 0.5) - (fDeltaB * fDeltaB * 0.5));\n          }\n          else {\n              fDeltaY = abs(fogTop - cameraPos.y) / fogRange * 2.;\n              fDensityIntegral = abs(fDeltaY * fDeltaY * 0.5);\n          }\n      }\n      float fDensity;\n      if (fDeltaY != 0.) {\n          fDensity = (sqrt(1.0 + ((fDeltaD / fDeltaY) * (fDeltaD / fDeltaY)))) * fDensityIntegral;\n      }\n      else {\n          fDensity = 0.;\n      }\n      float f = exp(-fDensity);\n      return f;\n  }\n#endif\nvoid CC_TRANSFER_FOG_BASE(vec4 pos, out float factor)\n{\n#if CC_USE_FOG == 0\n\tfactor = LinearFog(pos, cc_cameraPos.xyz, cc_fogBase.x, cc_fogBase.y);\n#elif CC_USE_FOG == 1\n\tfactor = ExpFog(pos, cc_cameraPos.xyz, cc_fogBase.x, cc_fogBase.z, cc_fogAdd.z);\n#elif CC_USE_FOG == 2\n\tfactor = ExpSquaredFog(pos, cc_cameraPos.xyz, cc_fogBase.x, cc_fogBase.z, cc_fogAdd.z);\n#elif CC_USE_FOG == 3\n\tfactor = LayeredFog(pos, cc_cameraPos.xyz, cc_fogAdd.x, cc_fogAdd.y, cc_fogAdd.z);\n#else\n\tfactor = 1.0;\n#endif\n}\n#if !CC_USE_ACCURATE_FOG\nvarying mediump float v_fog_factor;\n#endif\nvoid CC_TRANSFER_FOG(vec4 pos) {\n#if !CC_USE_ACCURATE_FOG\n    CC_TRANSFER_FOG_BASE(pos, v_fog_factor);\n#endif\n}\nvarying highp vec4 v_shadowPos;\nuniform highp mat4 cc_matLightViewProj;\n#if CC_SUPPORT_CASCADED_SHADOW_MAP\n  #endif\n#ifdef CC_USE_METAL\n#define CC_HANDLE_SAMPLE_NDC_FLIP_STATIC(y) y = -y\n#else\n#define CC_HANDLE_SAMPLE_NDC_FLIP_STATIC(y)\n#endif\n#if CC_RECEIVE_SHADOW\n  uniform highp sampler2D cc_shadowMap;\n  uniform highp sampler2D cc_spotShadowMap;\n    #define UnpackBitFromFloat(value, bit) (mod(floor(value / pow(10.0, float(bit))), 10.0) > 0.0)\n  #if CC_SUPPORT_CASCADED_SHADOW_MAP\n  #else\n  #endif\n#endif\n#if CC_RECEIVE_SHADOW\n#endif\nattribute vec4 a_color;\n#if HAS_SECOND_UV\n  attribute vec2 a_texCoord1;\n#endif\nvarying vec3 v_position;\nvarying vec3 v_normal;\nvarying vec3 v_tangent;\nvarying vec3 v_bitangent;\nvarying vec2 v_uv;\nvarying vec2 v_uv1;\nvarying vec4 v_color;\nvec4 vert () {\n  StandardVertInput In;\n  CCVertInput(In);\n  mat4 matWorld, matWorldIT;\n  CCGetWorldMatrixFull(matWorld, matWorldIT);\n  vec4 pos = matWorld * In.position;\n  v_position = pos.xyz;\n  v_normal = normalize((matWorldIT * vec4(In.normal, 0.0)).xyz);\n  v_tangent = normalize((matWorld * vec4(In.tangent.xyz, 0.0)).xyz);\n  v_bitangent = cross(v_normal, v_tangent) * In.tangent.w;\n  v_uv = a_texCoord;\n  #if HAS_SECOND_UV\n    v_uv1 = a_texCoord1;\n  #endif\n  v_color = a_color;\n  CC_TRANSFER_FOG(pos);\n  v_shadowPos = cc_matLightViewProj * pos;\n  return cc_matProj * (cc_matView * matWorld) * In.position;\n}\nvoid main() { gl_Position = vert(); }","frag":"\nprecision highp float;\n#define pi 3.14\n   uniform vec4 shallowColor;\n   uniform vec4 causticParams1;\n   uniform vec4 causticParams2;\nuniform highp vec4 cc_time;\nuniform highp vec4 cc_cameraPos;\n  uniform mediump vec4 cc_fogColor;\n  uniform mediump vec4 cc_fogBase;\n  uniform mediump vec4 cc_fogAdd;\nvec4 CCFragOutput (vec4 color) {\n  return color;\n}\n#if CC_USE_FOG != 4\n  float LinearFog(vec4 pos, vec3 cameraPos, float fogStart, float fogEnd) {\n      vec4 wPos = pos;\n      float cam_dis = distance(cameraPos, wPos.xyz);\n      return clamp((fogEnd - cam_dis) / (fogEnd - fogStart), 0., 1.);\n  }\n  float ExpFog(vec4 pos, vec3 cameraPos, float fogStart, float fogDensity, float fogAtten) {\n      vec4 wPos = pos;\n      float cam_dis = max(distance(cameraPos, wPos.xyz) - fogStart, 0.0) / fogAtten * 4.;\n      float f = exp(-cam_dis * fogDensity);\n      return f;\n  }\n  float ExpSquaredFog(vec4 pos, vec3 cameraPos, float fogStart, float fogDensity, float fogAtten) {\n      vec4 wPos = pos;\n      float cam_dis = max(distance(cameraPos, wPos.xyz) - fogStart, 0.0) / fogAtten * 4.;\n      float f = exp(-cam_dis * cam_dis * fogDensity * fogDensity);\n      return f;\n  }\n  float LayeredFog(vec4 pos, vec3 cameraPos, float fogTop, float fogRange, float fogAtten) {\n      vec4 wPos = pos;\n      vec3 camWorldProj = cameraPos.xyz;\n      camWorldProj.y = 0.;\n      vec3 worldPosProj = wPos.xyz;\n      worldPosProj.y = 0.;\n      float fDeltaD = distance(worldPosProj, camWorldProj) / fogAtten * 2.0;\n      float fDeltaY, fDensityIntegral;\n      if (cameraPos.y > fogTop) {\n          if (wPos.y < fogTop) {\n              fDeltaY = (fogTop - wPos.y) / fogRange * 2.0;\n              fDensityIntegral = fDeltaY * fDeltaY * 0.5;\n          }\n          else {\n              fDeltaY = 0.;\n              fDensityIntegral = 0.;\n          }\n      }\n      else {\n          if (wPos.y < fogTop) {\n              float fDeltaA = (fogTop - cameraPos.y) / fogRange * 2.;\n              float fDeltaB = (fogTop - wPos.y) / fogRange * 2.;\n              fDeltaY = abs(fDeltaA - fDeltaB);\n              fDensityIntegral = abs((fDeltaA * fDeltaA * 0.5) - (fDeltaB * fDeltaB * 0.5));\n          }\n          else {\n              fDeltaY = abs(fogTop - cameraPos.y) / fogRange * 2.;\n              fDensityIntegral = abs(fDeltaY * fDeltaY * 0.5);\n          }\n      }\n      float fDensity;\n      if (fDeltaY != 0.) {\n          fDensity = (sqrt(1.0 + ((fDeltaD / fDeltaY) * (fDeltaD / fDeltaY)))) * fDensityIntegral;\n      }\n      else {\n          fDensity = 0.;\n      }\n      float f = exp(-fDensity);\n      return f;\n  }\n#endif\nvoid CC_TRANSFER_FOG_BASE(vec4 pos, out float factor)\n{\n#if CC_USE_FOG == 0\n\tfactor = LinearFog(pos, cc_cameraPos.xyz, cc_fogBase.x, cc_fogBase.y);\n#elif CC_USE_FOG == 1\n\tfactor = ExpFog(pos, cc_cameraPos.xyz, cc_fogBase.x, cc_fogBase.z, cc_fogAdd.z);\n#elif CC_USE_FOG == 2\n\tfactor = ExpSquaredFog(pos, cc_cameraPos.xyz, cc_fogBase.x, cc_fogBase.z, cc_fogAdd.z);\n#elif CC_USE_FOG == 3\n\tfactor = LayeredFog(pos, cc_cameraPos.xyz, cc_fogAdd.x, cc_fogAdd.y, cc_fogAdd.z);\n#else\n\tfactor = 1.0;\n#endif\n}\nvoid CC_APPLY_FOG_BASE(inout vec4 color, float factor) {\n\tcolor = vec4(mix(cc_fogColor.rgb, color.rgb, factor), color.a);\n}\n#if !CC_USE_ACCURATE_FOG\nvarying mediump float v_fog_factor;\n#endif\nvoid CC_APPLY_FOG(inout vec4 color) {\n#if !CC_USE_ACCURATE_FOG\n    CC_APPLY_FOG_BASE(color, v_fog_factor);\n#endif\n}\nvoid CC_APPLY_FOG(inout vec4 color, vec3 worldPos) {\n#if CC_USE_ACCURATE_FOG\n    float factor;\n    CC_TRANSFER_FOG_BASE(vec4(worldPos, 1.0), factor);\n#else\n    float factor = v_fog_factor;\n#endif\n    CC_APPLY_FOG_BASE(color, factor);\n}\n#if USE_CAUSTIC\n  uniform sampler2D causticTexture;\n#endif\nvarying vec2 v_uv;\nvarying vec3 v_position;\n#if USE_CAUSTIC\nvec2 panner(vec2 uv, float direction, float speed, vec2 offset, float tiling)\n{\n    direction = direction * 2. - 1.;\n    vec2 dir = normalize(vec2(cos(pi * direction), sin(pi * direction)));\n    return  (dir * cc_time.x * speed) + offset + (uv * tiling);\n}\nvec3 rgbSplit(float split, sampler2D tex, vec2 uv)\n{\n    vec2 UVR = uv + vec2(split, split);\n    vec2 UVG = uv + vec2(split, -split);\n    vec2 UVB = uv + vec2(-split, -split);\n    float r = texture2D(tex, UVR).r;\n    float g = texture2D(tex, UVG).g;\n    float b = texture2D(tex, UVB).b;\n    return vec3(r,g,b);\n}\nvec3 caustic()\n{\n  vec2 uv = v_position.xz;\n  float strength = causticParams1.x;\n  float split = causticParams1.w * 0.01;\n  float speed = causticParams1.z;\n  float scale = causticParams1.y;\n  vec3 texture1 = rgbSplit(split, causticTexture, panner(uv, 1., speed, vec2(0., 0.), 1./scale));\n  vec3 texture2 = rgbSplit(split, causticTexture, panner(uv, 1., speed, vec2(0., 0.), -1./scale));\n  vec3 textureCombined = min(texture1, texture2);\n  return strength * 10. * textureCombined;\n}\n#endif\nvec4 frag () {\n  vec4 waterColor = shallowColor;\n  vec4 finalFoamColor = vec4(0.);\n  vec4 finalCausticColor = vec4(0.);\n  #if USE_CAUSTIC\n    float causticDepth = causticParams2.x;\n    vec3 causticColor = causticParams2.yzw;\n    finalCausticColor.rgb = caustic() * causticColor;\n  #endif\n  vec4 finalColor = waterColor + finalFoamColor + finalCausticColor;\n  CC_APPLY_FOG(finalColor, v_position);\n  return CCFragOutput(finalColor);\n}\nvoid main() { gl_FragColor = frag(); }"},"builtins":{"globals":{"blocks":[{"name":"CCGlobal","defines":[]},{"name":"CCCamera","defines":[]},{"name":"CCShadow","defines":[]},{"name":"CCCSM","defines":["CC_SUPPORT_CASCADED_SHADOW_MAP"]}],"samplerTextures":[{"name":"cc_shadowMap","defines":["CC_RECEIVE_SHADOW"]},{"name":"cc_spotShadowMap","defines":["CC_RECEIVE_SHADOW"]}],"buffers":[],"images":[]},"locals":{"blocks":[{"name":"CCMorph","defines":["CC_USE_MORPH"]},{"name":"CCSkinningTexture","defines":["CC_USE_SKINNING","CC_USE_BAKED_ANIMATION"]},{"name":"CCSkinningAnimation","defines":["CC_USE_SKINNING","CC_USE_BAKED_ANIMATION"]},{"name":"CCSkinning","defines":["CC_USE_SKINNING","!CC_USE_BAKED_ANIMATION","!CC_USE_REAL_TIME_JOINT_TEXTURE"]},{"name":"CCLocal","defines":["!USE_INSTANCING"]}],"samplerTextures":[{"name":"cc_PositionDisplacements","defines":["CC_USE_MORPH","CC_MORPH_TARGET_HAS_POSITION"]},{"name":"cc_NormalDisplacements","defines":["CC_USE_MORPH","CC_MORPH_TARGET_HAS_NORMAL"]},{"name":"cc_TangentDisplacements","defines":["CC_USE_MORPH","CC_MORPH_TARGET_HAS_TANGENT"]},{"name":"cc_jointTexture","defines":["CC_USE_SKINNING","CC_USE_BAKED_ANIMATION"]},{"name":"cc_realtimeJoint","defines":["CC_USE_SKINNING","!CC_USE_BAKED_ANIMATION","CC_USE_REAL_TIME_JOINT_TEXTURE"]}],"buffers":[],"images":[]},"statistics":{"CC_EFFECT_USED_VERTEX_UNIFORM_VECTORS":131,"CC_EFFECT_USED_FRAGMENT_UNIFORM_VECTORS":45}},"defines":[{"name":"USE_INSTANCING","type":"boolean"},{"name":"CC_USE_SKINNING","type":"boolean"},{"name":"CC_USE_BAKED_ANIMATION","type":"boolean"},{"name":"CC_USE_LIGHTMAP","type":"boolean"},{"name":"CC_USE_REFLECTION_PROBE","type":"boolean"},{"name":"CC_RECEIVE_SHADOW","type":"boolean"},{"name":"CC_USE_LIGHT_PROBE","type":"boolean"},{"name":"CC_USE_MORPH","type":"boolean"},{"name":"CC_MORPH_TARGET_COUNT","type":"number","range":[2,8]},{"name":"CC_MORPH_TARGET_HAS_POSITION","type":"boolean"},{"name":"CC_MORPH_TARGET_HAS_NORMAL","type":"boolean"},{"name":"CC_MORPH_TARGET_HAS_TANGENT","type":"boolean"},{"name":"CC_MORPH_PRECOMPUTED","type":"boolean"},{"name":"CC_USE_REAL_TIME_JOINT_TEXTURE","type":"boolean"},{"name":"CC_USE_FOG","type":"number","range":[0,4]},{"name":"CC_USE_ACCURATE_FOG","type":"boolean"},{"name":"CC_SUPPORT_CASCADED_SHADOW_MAP","type":"boolean"},{"name":"HAS_SECOND_UV","type":"boolean"},{"name":"USE_CAUSTIC","type":"boolean"}]}],[{"name":"opaque","passes":[{"program":"../resources/project/game/fps/effect/water/water|general-vs:vert|unlit-fs:frag","properties":{"shallowColor":{"type":16,"value":[0.07843,0.6667,1,1]},"causticStrength":{"type":13,"value":[0.2],"handleInfo":["causticParams1",0,13]},"causticScale":{"type":13,"value":[2.33],"handleInfo":["causticParams1",1,13]},"causticSpeed":{"type":13,"value":[0.1],"handleInfo":["causticParams1",2,13]},"causticRGBSplit":{"type":13,"value":[0.35],"handleInfo":["causticParams1",3,13]},"causticDepth":{"type":13,"value":[1],"handleInfo":["causticParams2",0,13]},"causticColor":{"type":15,"value":[0.01176,0.4,0.47451],"handleInfo":["causticParams2",1,15]},"causticTexture":{"value":"white","type":28},"causticParams1":{"type":16,"value":[0.2,2.33,0.1,0.35]},"causticParams2":{"type":16,"value":[1,0.01176,0.4,0.47451]}}}]},{"name":"transparent","passes":[{"program":"../resources/project/game/fps/effect/water/water|general-vs:vert|unlit-fs:frag","blendState":{"targets":[{"blend":true,"blendSrc":2,"blendDst":4,"blendSrcAlpha":2,"blendDstAlpha":4}]},"properties":{"shallowColor":{"type":16,"value":[0.07843,0.6667,1,1]},"causticStrength":{"type":13,"value":[0.2],"handleInfo":["causticParams1",0,13]},"causticScale":{"type":13,"value":[2.33],"handleInfo":["causticParams1",1,13]},"causticSpeed":{"type":13,"value":[0.1],"handleInfo":["causticParams1",2,13]},"causticRGBSplit":{"type":13,"value":[0.35],"handleInfo":["causticParams1",3,13]},"causticDepth":{"type":13,"value":[1],"handleInfo":["causticParams2",0,13]},"causticColor":{"type":15,"value":[0.01176,0.4,0.47451],"handleInfo":["causticParams2",1,15]},"causticTexture":{"value":"white","type":28},"causticParams1":{"type":16,"value":[0.2,2.33,0.1,0.35]},"causticParams2":{"type":16,"value":[1,0.01176,0.4,0.47451]}}}]}]]],0,0,[],[],[]]
