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  461. "vert": "\nprecision highp float;\n#define QUATER_PI 0.78539816340\n#define HALF_PI 1.57079632679\n#define PI 3.14159265359\n#define PI2 6.28318530718\n#define PI4 12.5663706144\n#define INV_QUATER_PI 1.27323954474\n#define INV_HALF_PI 0.63661977237\n#define INV_PI 0.31830988618\n#define INV_PI2 0.15915494309\n#define INV_PI4 0.07957747155\n#define EPSILON 1e-6\n#define EPSILON_LOWP 1e-4\n#define 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};\nlayout(location = 0) in vec3 a_position;\nlayout(location = 1) in vec3 a_normal;\nlayout(location = 2) in vec2 a_texCoord;\nlayout(location = 3) in vec4 a_tangent;\n#if CC_USE_SKINNING\n layout(location = 4) in u32vec4 a_joints;\n layout(location = 5) in vec4 a_weights;\n#endif\n#if USE_INSTANCING\n #if CC_USE_BAKED_ANIMATION\n layout(location = 6) in highp vec4 a_jointAnimInfo;\n #endif\n layout(location = 7) in vec4 a_matWorld0;\n layout(location = 8) in vec4 a_matWorld1;\n layout(location = 9) in vec4 a_matWorld2;\n #if CC_USE_LIGHTMAP\n layout(location = 10) in vec4 a_lightingMapUVParam;\n #endif\n #if CC_USE_REFLECTION_PROBE || CC_RECEIVE_SHADOW\n #if CC_RECEIVE_SHADOW\n #endif\n layout(location = 11) in vec4 a_localShadowBiasAndProbeId;\n #endif\n #if CC_USE_REFLECTION_PROBE\n layout(location = 12) in vec4 a_reflectionProbeData;\n #endif\n #if CC_USE_LIGHT_PROBE\n layout(location = 13) in vec4 a_sh_linear_const_r;\n layout(location = 14) in vec4 a_sh_linear_const_g;\n layout(location = 15) in vec4 a_sh_linear_const_b;\n #endif\n#endif\n#if CC_USE_MORPH\n#endif\nlayout(set = 0, binding = 0) uniform CCGlobal {\n highp vec4 cc_time;\n mediump vec4 cc_screenSize;\n mediump vec4 cc_nativeSize;\n mediump vec4 cc_probeInfo;\n mediump vec4 cc_debug_view_mode;\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_surfaceTransform;\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(location = 0) out vec2 v_uv;\nvoid main () {\n StandardVertInput In;\n In.position = vec4(a_position, 1.0);\n In.normal = a_normal;\n In.tangent = a_tangent;\n In.position.xy = cc_cameraPos.w == 0.0 ? vec2(In.position.xy.x, -In.position.xy.y) : In.position.xy;\n gl_Position = In.position;\n v_uv = a_texCoord;\n}",
  462. "frag": "\nprecision highp float;\nlayout(set = 0, binding = 0) uniform CCGlobal {\n highp vec4 cc_time;\n mediump vec4 cc_screenSize;\n mediump vec4 cc_nativeSize;\n mediump vec4 cc_probeInfo;\n mediump vec4 cc_debug_view_mode;\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_surfaceTransform;\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 packDepthToRGBA (float depth) {\n vec4 ret = vec4(1.0, 255.0, 65025.0, 16581375.0) * depth;\n ret = fract(ret);\n ret -= vec4(ret.yzw, 0.0) / 255.0;\n return ret;\n}\n#define UnpackBitFromFloat(value, bit) (mod(floor(value / pow(10.0, float(bit))), 10.0) > 0.0)\nlayout(set = 1, binding = 0) uniform sampler2D depthRaw;\nlayout(location = 0) in vec2 v_uv;\nlayout(location = 0) out vec4 fragColor;\nvoid main() {\n float depth = texture(depthRaw, v_uv).r;\n fragColor = packDepthToRGBA(depth);\n}"
  463. },
  464. "glsl3": {
  465. "vert": "\nprecision highp float;\n#define QUATER_PI 0.78539816340\n#define HALF_PI 1.57079632679\n#define PI 3.14159265359\n#define PI2 6.28318530718\n#define PI4 12.5663706144\n#define INV_QUATER_PI 1.27323954474\n#define INV_HALF_PI 0.63661977237\n#define INV_PI 0.31830988618\n#define INV_PI2 0.15915494309\n#define INV_PI4 0.07957747155\n#define EPSILON 1e-6\n#define EPSILON_LOWP 1e-4\n#define 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};\nin vec3 a_position;\nin vec3 a_normal;\nin vec2 a_texCoord;\nin vec4 a_tangent;\n#if CC_USE_SKINNING\n in vec4 a_joints;\n in vec4 a_weights;\n#endif\n#if USE_INSTANCING\n #if CC_USE_BAKED_ANIMATION\n in highp vec4 a_jointAnimInfo;\n #endif\n in vec4 a_matWorld0;\n in vec4 a_matWorld1;\n in vec4 a_matWorld2;\n #if CC_USE_LIGHTMAP\n in vec4 a_lightingMapUVParam;\n #endif\n #if CC_USE_REFLECTION_PROBE || CC_RECEIVE_SHADOW\n #if CC_RECEIVE_SHADOW\n #endif\n in vec4 a_localShadowBiasAndProbeId;\n #endif\n #if CC_USE_REFLECTION_PROBE\n in vec4 a_reflectionProbeData;\n #endif\n #if CC_USE_LIGHT_PROBE\n in vec4 a_sh_linear_const_r;\n in vec4 a_sh_linear_const_g;\n in vec4 a_sh_linear_const_b;\n #endif\n#endif\n#if CC_USE_MORPH\n in float a_vertexId;\n#endif\nlayout(std140) uniform CCGlobal {\n highp vec4 cc_time;\n mediump vec4 cc_screenSize;\n mediump vec4 cc_nativeSize;\n mediump vec4 cc_probeInfo;\n mediump vec4 cc_debug_view_mode;\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_surfaceTransform;\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};\nout vec2 v_uv;\nvoid main () {\n StandardVertInput In;\n In.position = vec4(a_position, 1.0);\n In.normal = a_normal;\n In.tangent = a_tangent;\n In.position.xy = cc_cameraPos.w == 0.0 ? vec2(In.position.xy.x, -In.position.xy.y) : In.position.xy;\n gl_Position = In.position;\n v_uv = a_texCoord;\n}",
  466. "frag": "\nprecision highp float;\nlayout(std140) uniform CCGlobal {\n highp vec4 cc_time;\n mediump vec4 cc_screenSize;\n mediump vec4 cc_nativeSize;\n mediump vec4 cc_probeInfo;\n mediump vec4 cc_debug_view_mode;\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_surfaceTransform;\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 packDepthToRGBA (float depth) {\n vec4 ret = vec4(1.0, 255.0, 65025.0, 16581375.0) * depth;\n ret = fract(ret);\n ret -= vec4(ret.yzw, 0.0) / 255.0;\n return ret;\n}\n#define UnpackBitFromFloat(value, bit) (mod(floor(value / pow(10.0, float(bit))), 10.0) > 0.0)\nuniform sampler2D depthRaw;\nin vec2 v_uv;\nlayout(location = 0) out vec4 fragColor;\nvoid main() {\n float depth = texture(depthRaw, v_uv).r;\n fragColor = packDepthToRGBA(depth);\n}"
  467. },
  468. "glsl1": {
  469. "vert": "\nprecision highp float;\n#define QUATER_PI 0.78539816340\n#define HALF_PI 1.57079632679\n#define PI 3.14159265359\n#define PI2 6.28318530718\n#define PI4 12.5663706144\n#define INV_QUATER_PI 1.27323954474\n#define INV_HALF_PI 0.63661977237\n#define INV_PI 0.31830988618\n#define INV_PI2 0.15915494309\n#define INV_PI4 0.07957747155\n#define EPSILON 1e-6\n#define EPSILON_LOWP 1e-4\n#define 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#endif\nuniform highp vec4 cc_cameraPos;\nvarying vec2 v_uv;\nvoid main () {\n StandardVertInput In;\n In.position = vec4(a_position, 1.0);\n In.normal = a_normal;\n In.tangent = a_tangent;\n In.position.xy = cc_cameraPos.w == 0.0 ? vec2(In.position.xy.x, -In.position.xy.y) : In.position.xy;\n gl_Position = In.position;\n v_uv = a_texCoord;\n}",
  470. "frag": "\nprecision highp float;\nvec4 packDepthToRGBA (float depth) {\n vec4 ret = vec4(1.0, 255.0, 65025.0, 16581375.0) * depth;\n ret = fract(ret);\n ret -= vec4(ret.yzw, 0.0) / 255.0;\n return ret;\n}\n#define UnpackBitFromFloat(value, bit) (mod(floor(value / pow(10.0, float(bit))), 10.0) > 0.0)\nuniform sampler2D depthRaw;\nvarying vec2 v_uv;\nvoid main() {\n float depth = texture2D(depthRaw, v_uv).r;\n gl_FragColor = packDepthToRGBA(depth);\n}"
  471. },
  472. "builtins": {
  473. "globals": {
  474. "blocks": [
  475. {
  476. "name": "CCGlobal",
  477. "defines": []
  478. },
  479. {
  480. "name": "CCCamera",
  481. "defines": []
  482. }
  483. ],
  484. "samplerTextures": [],
  485. "buffers": [],
  486. "images": []
  487. },
  488. "locals": {
  489. "blocks": [],
  490. "samplerTextures": [],
  491. "buffers": [],
  492. "images": []
  493. },
  494. "statistics": {
  495. "CC_EFFECT_USED_VERTEX_UNIFORM_VECTORS": 42,
  496. "CC_EFFECT_USED_FRAGMENT_UNIFORM_VECTORS": 42
  497. }
  498. },
  499. "defines": [
  500. {
  501. "name": "USE_INSTANCING",
  502. "type": "boolean",
  503. "defines": [],
  504. "editor": {
  505. "elevated": true
  506. }
  507. },
  508. {
  509. "name": "CC_USE_SKINNING",
  510. "type": "boolean",
  511. "defines": []
  512. },
  513. {
  514. "name": "CC_USE_BAKED_ANIMATION",
  515. "type": "boolean",
  516. "defines": [
  517. "USE_INSTANCING"
  518. ]
  519. },
  520. {
  521. "name": "CC_USE_LIGHTMAP",
  522. "type": "boolean",
  523. "defines": [
  524. "USE_INSTANCING"
  525. ]
  526. },
  527. {
  528. "name": "CC_USE_REFLECTION_PROBE",
  529. "type": "boolean",
  530. "defines": [
  531. "USE_INSTANCING"
  532. ]
  533. },
  534. {
  535. "name": "CC_RECEIVE_SHADOW",
  536. "type": "boolean",
  537. "defines": [
  538. "USE_INSTANCING"
  539. ]
  540. },
  541. {
  542. "name": "CC_USE_LIGHT_PROBE",
  543. "type": "boolean",
  544. "defines": [
  545. "USE_INSTANCING"
  546. ]
  547. },
  548. {
  549. "name": "CC_USE_MORPH",
  550. "type": "boolean",
  551. "defines": []
  552. }
  553. ],
  554. "name": "pipeline/ssss-blur|blur-vs|copy-fs"
  555. },
  556. {
  557. "blocks": [
  558. {
  559. "name": "blurUBO",
  560. "members": [
  561. {
  562. "name": "blurInfo",
  563. "type": 16,
  564. "count": 1
  565. },
  566. {
  567. "name": "kernel",
  568. "type": 16,
  569. "count": 25
  570. }
  571. ],
  572. "defines": [],
  573. "stageFlags": 16,
  574. "binding": 0
  575. }
  576. ],
  577. "samplerTextures": [],
  578. "samplers": [],
  579. "textures": [],
  580. "buffers": [],
  581. "images": [],
  582. "subpassInputs": [],
  583. "attributes": [
  584. {
  585. "name": "a_position",
  586. "defines": [],
  587. "format": 32,
  588. "location": 0
  589. },
  590. {
  591. "name": "a_normal",
  592. "defines": [],
  593. "format": 32,
  594. "location": 1
  595. },
  596. {
  597. "name": "a_texCoord",
  598. "defines": [],
  599. "format": 21,
  600. "location": 2
  601. },
  602. {
  603. "name": "a_tangent",
  604. "defines": [],
  605. "format": 44,
  606. "location": 3
  607. },
  608. {
  609. "name": "a_joints",
  610. "defines": [
  611. "CC_USE_SKINNING"
  612. ],
  613. "location": 4
  614. },
  615. {
  616. "name": "a_weights",
  617. "defines": [
  618. "CC_USE_SKINNING"
  619. ],
  620. "format": 44,
  621. "location": 5
  622. },
  623. {
  624. "name": "a_jointAnimInfo",
  625. "defines": [
  626. "USE_INSTANCING",
  627. "CC_USE_BAKED_ANIMATION"
  628. ],
  629. "format": 44,
  630. "isInstanced": true,
  631. "location": 6
  632. },
  633. {
  634. "name": "a_matWorld0",
  635. "defines": [
  636. "USE_INSTANCING"
  637. ],
  638. "format": 44,
  639. "isInstanced": true,
  640. "location": 7
  641. },
  642. {
  643. "name": "a_matWorld1",
  644. "defines": [
  645. "USE_INSTANCING"
  646. ],
  647. "format": 44,
  648. "isInstanced": true,
  649. "location": 8
  650. },
  651. {
  652. "name": "a_matWorld2",
  653. "defines": [
  654. "USE_INSTANCING"
  655. ],
  656. "format": 44,
  657. "isInstanced": true,
  658. "location": 9
  659. },
  660. {
  661. "name": "a_lightingMapUVParam",
  662. "defines": [
  663. "USE_INSTANCING",
  664. "CC_USE_LIGHTMAP"
  665. ],
  666. "format": 44,
  667. "isInstanced": true,
  668. "location": 10
  669. },
  670. {
  671. "name": "a_localShadowBiasAndProbeId",
  672. "defines": [
  673. "USE_INSTANCING"
  674. ],
  675. "format": 44,
  676. "isInstanced": true,
  677. "location": 11
  678. },
  679. {
  680. "name": "a_reflectionProbeData",
  681. "defines": [
  682. "USE_INSTANCING",
  683. "CC_USE_REFLECTION_PROBE"
  684. ],
  685. "format": 44,
  686. "isInstanced": true,
  687. "location": 12
  688. },
  689. {
  690. "name": "a_sh_linear_const_r",
  691. "defines": [
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  1020. "vert": "\nprecision highp float;\n#define QUATER_PI 0.78539816340\n#define HALF_PI 1.57079632679\n#define PI 3.14159265359\n#define PI2 6.28318530718\n#define PI4 12.5663706144\n#define INV_QUATER_PI 1.27323954474\n#define INV_HALF_PI 0.63661977237\n#define INV_PI 0.31830988618\n#define INV_PI2 0.15915494309\n#define INV_PI4 0.07957747155\n#define EPSILON 1e-6\n#define EPSILON_LOWP 1e-4\n#define 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};\nlayout(location = 0) in vec3 a_position;\nlayout(location = 1) in vec3 a_normal;\nlayout(location = 2) in vec2 a_texCoord;\nlayout(location = 3) in vec4 a_tangent;\n#if CC_USE_SKINNING\n layout(location = 4) in u32vec4 a_joints;\n layout(location = 5) in vec4 a_weights;\n#endif\n#if USE_INSTANCING\n #if CC_USE_BAKED_ANIMATION\n layout(location = 6) in highp vec4 a_jointAnimInfo;\n #endif\n layout(location = 7) in vec4 a_matWorld0;\n layout(location = 8) in vec4 a_matWorld1;\n layout(location = 9) in vec4 a_matWorld2;\n #if CC_USE_LIGHTMAP\n layout(location = 10) in vec4 a_lightingMapUVParam;\n #endif\n #if CC_USE_REFLECTION_PROBE || CC_RECEIVE_SHADOW\n #if CC_RECEIVE_SHADOW\n #endif\n layout(location = 11) in vec4 a_localShadowBiasAndProbeId;\n #endif\n #if CC_USE_REFLECTION_PROBE\n layout(location = 12) in vec4 a_reflectionProbeData;\n #endif\n #if CC_USE_LIGHT_PROBE\n layout(location = 13) in vec4 a_sh_linear_const_r;\n layout(location = 14) in vec4 a_sh_linear_const_g;\n layout(location = 15) in vec4 a_sh_linear_const_b;\n #endif\n#endif\n#if CC_USE_MORPH\n#endif\nlayout(set = 0, binding = 0) uniform CCGlobal {\n highp vec4 cc_time;\n mediump vec4 cc_screenSize;\n mediump vec4 cc_nativeSize;\n mediump vec4 cc_probeInfo;\n mediump vec4 cc_debug_view_mode;\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_surfaceTransform;\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(location = 0) out vec2 v_uv;\nvoid main () {\n StandardVertInput In;\n In.position = vec4(a_position, 1.0);\n In.normal = a_normal;\n In.tangent = a_tangent;\n In.position.xy = cc_cameraPos.w == 0.0 ? vec2(In.position.xy.x, -In.position.xy.y) : In.position.xy;\n gl_Position = In.position;\n v_uv = a_texCoord;\n}",
  1021. "frag": "\nprecision highp float;\nlayout(set = 0, binding = 0) uniform CCGlobal {\n highp vec4 cc_time;\n mediump vec4 cc_screenSize;\n mediump vec4 cc_nativeSize;\n mediump vec4 cc_probeInfo;\n mediump vec4 cc_debug_view_mode;\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_surfaceTransform;\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};\nprecision highp float;\n#define QUATER_PI 0.78539816340\n#define HALF_PI 1.57079632679\n#define PI 3.14159265359\n#define PI2 6.28318530718\n#define PI4 12.5663706144\n#define INV_QUATER_PI 1.27323954474\n#define INV_HALF_PI 0.63661977237\n#define INV_PI 0.31830988618\n#define INV_PI2 0.15915494309\n#define INV_PI4 0.07957747155\n#define EPSILON 1e-6\n#define EPSILON_LOWP 1e-4\n#define 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)\nfloat saturate(float value) { return clamp(value, 0.0, 1.0); }\nvec2 saturate(vec2 value) { return clamp(value, vec2(0.0), vec2(1.0)); }\nvec3 saturate(vec3 value) { return clamp(value, vec3(0.0), vec3(1.0)); }\nvec4 saturate(vec4 value) { return clamp(value, vec4(0.0), vec4(1.0)); }\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\n#define UnpackBitFromFloat(value, bit) (mod(floor(value / pow(10.0, float(bit))), 10.0) > 0.0)\nvec3 SRGBToLinear (vec3 gamma) {\n#ifdef CC_USE_SURFACE_SHADER\n #if CC_USE_DEBUG_VIEW == CC_SURFACES_DEBUG_VIEW_COMPOSITE_AND_MISC && CC_SURFACES_ENABLE_DEBUG_VIEW\n if (!IS_DEBUG_VIEW_COMPOSITE_ENABLE_GAMMA_CORRECTION) {\n return gamma;\n }\n #endif\n#endif\n return gamma * gamma;\n}\nvec3 LinearToSRGB(vec3 linear) {\n#ifdef CC_USE_SURFACE_SHADER\n #if CC_USE_DEBUG_VIEW == CC_SURFACES_DEBUG_VIEW_COMPOSITE_AND_MISC && CC_SURFACES_ENABLE_DEBUG_VIEW\n if (!IS_DEBUG_VIEW_COMPOSITE_ENABLE_GAMMA_CORRECTION) {\n return linear;\n }\n #endif\n#endif\n return sqrt(linear);\n}\n#if defined(CC_USE_METAL) || defined(CC_USE_WGPU)\n#define CC_HANDLE_SAMPLE_NDC_FLIP_STATIC(y) y = -y\n#else\n#define CC_HANDLE_SAMPLE_NDC_FLIP_STATIC(y)\n#endif\nfloat GetCameraDepthRH(float depthHS, mat4 matProj)\n{\n return -matProj[3][2] / (depthHS + matProj[2][2]);\n}\nfloat GetCameraDepthRH(float depthHS, float matProj32, float matProj22)\n{\n return -matProj32 / (depthHS + matProj22);\n}\nlayout(set = 1, binding = 0) uniform blurUBO {\n highp vec4 blurInfo;\n highp vec4 kernel[25];\n};\nlayout(set = 1, binding = 1) uniform sampler2D colorTex;\nlayout(set = 1, binding = 2) uniform sampler2D depthTex;\nvec2 fixUV(vec2 uv)\n{\n return saturate(uv);\n}\nvec4 blur(vec2 texcoord, vec2 dir) {\n float ssssFov = blurInfo.x;\n float ssssWidth = blurInfo.y;\n float boundingBox = blurInfo.z;\n float depthUnitScale = boundingBox * blurInfo.w;\n vec4 colorM = texture(colorTex, texcoord);\n #if !CC_USE_HDR\n colorM = vec4(LinearToSRGB(colorM.rgb), colorM.a);\n #endif\n float threshold = 0.9, rangeScale = 1.0 / 0.9;\n float SSSS_STRENGTH_SOURCE = colorM.a > threshold ? 0.0 : colorM.a * rangeScale;\n #define SSSS_STRENGTH_SOURCE_INLOOP (color.a > threshold ? 0.0 : color.a * rangeScale)\n float depthHS = dot(texture(depthTex, texcoord), vec4(1.0, 1.0 / 255.0, 1.0 / 65025.0, 1.0 / 16581375.0)) * 2.0 - 1.0;\n float depthM = -GetCameraDepthRH(depthHS, cc_matProj);\n float distanceToProjectionWindow = 1.0 / tan(0.5 * ssssFov);\n float scale = distanceToProjectionWindow / depthM * depthUnitScale;\n vec2 finalStep = vec2(ssssWidth) * vec2(scale) * dir;\n finalStep *= vec2(SSSS_STRENGTH_SOURCE);\n finalStep *= vec2(1.0 / (25 > 20 ? 3.0 : 2.0));\n vec4 colorBlurred = colorM;\n colorBlurred.rgb *= kernel[0].rgb;\n for (int i = 1; i < 25; i++) {\n vec2 offset = texcoord + vec2(kernel[i].a) * finalStep;\n vec4 color = texture(colorTex, fixUV(offset));\n #if !CC_USE_HDR\n color = vec4(LinearToSRGB(color.rgb), color.a);\n #endif\n float depthHS = dot(texture(depthTex, fixUV(offset)), vec4(1.0, 1.0 / 255.0, 1.0 / 65025.0, 1.0 / 16581375.0)) * 2.0 - 1.0;\n float depth = -GetCameraDepthRH(depthHS, cc_matProj);\n float s = saturate(100.0 / depthUnitScale * distanceToProjectionWindow * ssssWidth * abs(depthM - depth));\n color.rgb = mix(color.rgb, colorM.rgb, s);\n colorBlurred.rgb += kernel[i].rgb * mix(colorM.rgb, color.rgb, SSSS_STRENGTH_SOURCE_INLOOP);\n }\n #if !CC_USE_HDR\n colorBlurred = vec4(SRGBToLinear(colorBlurred.rgb), colorBlurred.a);\n #endif\n return colorBlurred;\n}\nlayout(location = 0) in vec2 v_uv;\nlayout(location = 0) out vec4 fragColor;\nvoid main() {\n fragColor = blur(v_uv, vec2(1.0, 0.0));\n}"
  1022. },
  1023. "glsl3": {
  1024. "vert": "\nprecision highp float;\n#define QUATER_PI 0.78539816340\n#define HALF_PI 1.57079632679\n#define PI 3.14159265359\n#define PI2 6.28318530718\n#define PI4 12.5663706144\n#define INV_QUATER_PI 1.27323954474\n#define INV_HALF_PI 0.63661977237\n#define INV_PI 0.31830988618\n#define INV_PI2 0.15915494309\n#define INV_PI4 0.07957747155\n#define EPSILON 1e-6\n#define EPSILON_LOWP 1e-4\n#define 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};\nin vec3 a_position;\nin vec3 a_normal;\nin vec2 a_texCoord;\nin vec4 a_tangent;\n#if CC_USE_SKINNING\n in vec4 a_joints;\n in vec4 a_weights;\n#endif\n#if USE_INSTANCING\n #if CC_USE_BAKED_ANIMATION\n in highp vec4 a_jointAnimInfo;\n #endif\n in vec4 a_matWorld0;\n in vec4 a_matWorld1;\n in vec4 a_matWorld2;\n #if CC_USE_LIGHTMAP\n in vec4 a_lightingMapUVParam;\n #endif\n #if CC_USE_REFLECTION_PROBE || CC_RECEIVE_SHADOW\n #if CC_RECEIVE_SHADOW\n #endif\n in vec4 a_localShadowBiasAndProbeId;\n #endif\n #if CC_USE_REFLECTION_PROBE\n in vec4 a_reflectionProbeData;\n #endif\n #if CC_USE_LIGHT_PROBE\n in vec4 a_sh_linear_const_r;\n in vec4 a_sh_linear_const_g;\n in vec4 a_sh_linear_const_b;\n #endif\n#endif\n#if CC_USE_MORPH\n in float a_vertexId;\n#endif\nlayout(std140) uniform CCGlobal {\n highp vec4 cc_time;\n mediump vec4 cc_screenSize;\n mediump vec4 cc_nativeSize;\n mediump vec4 cc_probeInfo;\n mediump vec4 cc_debug_view_mode;\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_surfaceTransform;\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};\nout vec2 v_uv;\nvoid main () {\n StandardVertInput In;\n In.position = vec4(a_position, 1.0);\n In.normal = a_normal;\n In.tangent = a_tangent;\n In.position.xy = cc_cameraPos.w == 0.0 ? vec2(In.position.xy.x, -In.position.xy.y) : In.position.xy;\n gl_Position = In.position;\n v_uv = a_texCoord;\n}",
  1025. "frag": "\nprecision highp float;\nlayout(std140) uniform CCGlobal {\n highp vec4 cc_time;\n mediump vec4 cc_screenSize;\n mediump vec4 cc_nativeSize;\n mediump vec4 cc_probeInfo;\n mediump vec4 cc_debug_view_mode;\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_surfaceTransform;\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};\nprecision highp float;\n#define QUATER_PI 0.78539816340\n#define HALF_PI 1.57079632679\n#define PI 3.14159265359\n#define PI2 6.28318530718\n#define PI4 12.5663706144\n#define INV_QUATER_PI 1.27323954474\n#define INV_HALF_PI 0.63661977237\n#define INV_PI 0.31830988618\n#define INV_PI2 0.15915494309\n#define INV_PI4 0.07957747155\n#define EPSILON 1e-6\n#define EPSILON_LOWP 1e-4\n#define 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)\nfloat saturate(float value) { return clamp(value, 0.0, 1.0); }\nvec2 saturate(vec2 value) { return clamp(value, vec2(0.0), vec2(1.0)); }\nvec3 saturate(vec3 value) { return clamp(value, vec3(0.0), vec3(1.0)); }\nvec4 saturate(vec4 value) { return clamp(value, vec4(0.0), vec4(1.0)); }\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\n#define UnpackBitFromFloat(value, bit) (mod(floor(value / pow(10.0, float(bit))), 10.0) > 0.0)\nvec3 SRGBToLinear (vec3 gamma) {\n#ifdef CC_USE_SURFACE_SHADER\n #if CC_USE_DEBUG_VIEW == CC_SURFACES_DEBUG_VIEW_COMPOSITE_AND_MISC && CC_SURFACES_ENABLE_DEBUG_VIEW\n if (!IS_DEBUG_VIEW_COMPOSITE_ENABLE_GAMMA_CORRECTION) {\n return gamma;\n }\n #endif\n#endif\n return gamma * gamma;\n}\nvec3 LinearToSRGB(vec3 linear) {\n#ifdef CC_USE_SURFACE_SHADER\n #if CC_USE_DEBUG_VIEW == CC_SURFACES_DEBUG_VIEW_COMPOSITE_AND_MISC && CC_SURFACES_ENABLE_DEBUG_VIEW\n if (!IS_DEBUG_VIEW_COMPOSITE_ENABLE_GAMMA_CORRECTION) {\n return linear;\n }\n #endif\n#endif\n return sqrt(linear);\n}\n#if defined(CC_USE_METAL) || defined(CC_USE_WGPU)\n#define CC_HANDLE_SAMPLE_NDC_FLIP_STATIC(y) y = -y\n#else\n#define CC_HANDLE_SAMPLE_NDC_FLIP_STATIC(y)\n#endif\nfloat GetCameraDepthRH(float depthHS, mat4 matProj)\n{\n return -matProj[3][2] / (depthHS + matProj[2][2]);\n}\nfloat GetCameraDepthRH(float depthHS, float matProj32, float matProj22)\n{\n return -matProj32 / (depthHS + matProj22);\n}\nlayout(std140) uniform blurUBO {\n highp vec4 blurInfo;\n highp vec4 kernel[25];\n};\nuniform sampler2D colorTex;\nuniform sampler2D depthTex;\nvec2 fixUV(vec2 uv)\n{\n return saturate(uv);\n}\nvec4 blur(vec2 texcoord, vec2 dir) {\n float ssssFov = blurInfo.x;\n float ssssWidth = blurInfo.y;\n float boundingBox = blurInfo.z;\n float depthUnitScale = boundingBox * blurInfo.w;\n vec4 colorM = texture(colorTex, texcoord);\n #if !CC_USE_HDR\n colorM = vec4(LinearToSRGB(colorM.rgb), colorM.a);\n #endif\n float threshold = 0.9, rangeScale = 1.0 / 0.9;\n float SSSS_STRENGTH_SOURCE = colorM.a > threshold ? 0.0 : colorM.a * rangeScale;\n #define SSSS_STRENGTH_SOURCE_INLOOP (color.a > threshold ? 0.0 : color.a * rangeScale)\n float depthHS = dot(texture(depthTex, texcoord), vec4(1.0, 1.0 / 255.0, 1.0 / 65025.0, 1.0 / 16581375.0)) * 2.0 - 1.0;\n float depthM = -GetCameraDepthRH(depthHS, cc_matProj);\n float distanceToProjectionWindow = 1.0 / tan(0.5 * ssssFov);\n float scale = distanceToProjectionWindow / depthM * depthUnitScale;\n vec2 finalStep = vec2(ssssWidth) * vec2(scale) * dir;\n finalStep *= vec2(SSSS_STRENGTH_SOURCE);\n finalStep *= vec2(1.0 / (25 > 20 ? 3.0 : 2.0));\n vec4 colorBlurred = colorM;\n colorBlurred.rgb *= kernel[0].rgb;\n for (int i = 1; i < 25; i++) {\n vec2 offset = texcoord + vec2(kernel[i].a) * finalStep;\n vec4 color = texture(colorTex, fixUV(offset));\n #if !CC_USE_HDR\n color = vec4(LinearToSRGB(color.rgb), color.a);\n #endif\n float depthHS = dot(texture(depthTex, fixUV(offset)), vec4(1.0, 1.0 / 255.0, 1.0 / 65025.0, 1.0 / 16581375.0)) * 2.0 - 1.0;\n float depth = -GetCameraDepthRH(depthHS, cc_matProj);\n float s = saturate(100.0 / depthUnitScale * distanceToProjectionWindow * ssssWidth * abs(depthM - depth));\n color.rgb = mix(color.rgb, colorM.rgb, s);\n colorBlurred.rgb += kernel[i].rgb * mix(colorM.rgb, color.rgb, SSSS_STRENGTH_SOURCE_INLOOP);\n }\n #if !CC_USE_HDR\n colorBlurred = vec4(SRGBToLinear(colorBlurred.rgb), colorBlurred.a);\n #endif\n return colorBlurred;\n}\nin vec2 v_uv;\nlayout(location = 0) out vec4 fragColor;\nvoid main() {\n fragColor = blur(v_uv, vec2(1.0, 0.0));\n}"
  1026. },
  1027. "glsl1": {
  1028. "vert": "\nprecision highp float;\n#define QUATER_PI 0.78539816340\n#define HALF_PI 1.57079632679\n#define PI 3.14159265359\n#define PI2 6.28318530718\n#define PI4 12.5663706144\n#define INV_QUATER_PI 1.27323954474\n#define INV_HALF_PI 0.63661977237\n#define INV_PI 0.31830988618\n#define INV_PI2 0.15915494309\n#define INV_PI4 0.07957747155\n#define EPSILON 1e-6\n#define EPSILON_LOWP 1e-4\n#define 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#endif\nuniform highp vec4 cc_cameraPos;\nvarying vec2 v_uv;\nvoid main () {\n StandardVertInput In;\n In.position = vec4(a_position, 1.0);\n In.normal = a_normal;\n In.tangent = a_tangent;\n In.position.xy = cc_cameraPos.w == 0.0 ? vec2(In.position.xy.x, -In.position.xy.y) : In.position.xy;\n gl_Position = In.position;\n v_uv = a_texCoord;\n}",
  1029. "frag": "\nprecision highp float;\nuniform highp mat4 cc_matProj;\nprecision highp float;\n#define QUATER_PI 0.78539816340\n#define HALF_PI 1.57079632679\n#define PI 3.14159265359\n#define PI2 6.28318530718\n#define PI4 12.5663706144\n#define INV_QUATER_PI 1.27323954474\n#define INV_HALF_PI 0.63661977237\n#define INV_PI 0.31830988618\n#define INV_PI2 0.15915494309\n#define INV_PI4 0.07957747155\n#define EPSILON 1e-6\n#define EPSILON_LOWP 1e-4\n#define 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)\nfloat saturate(float value) { return clamp(value, 0.0, 1.0); }\nvec2 saturate(vec2 value) { return clamp(value, vec2(0.0), vec2(1.0)); }\nvec3 saturate(vec3 value) { return clamp(value, vec3(0.0), vec3(1.0)); }\nvec4 saturate(vec4 value) { return clamp(value, vec4(0.0), vec4(1.0)); }\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\n#define UnpackBitFromFloat(value, bit) (mod(floor(value / pow(10.0, float(bit))), 10.0) > 0.0)\nvec3 SRGBToLinear (vec3 gamma) {\n#ifdef CC_USE_SURFACE_SHADER\n #if CC_USE_DEBUG_VIEW == CC_SURFACES_DEBUG_VIEW_COMPOSITE_AND_MISC && CC_SURFACES_ENABLE_DEBUG_VIEW\n if (!IS_DEBUG_VIEW_COMPOSITE_ENABLE_GAMMA_CORRECTION) {\n return gamma;\n }\n #endif\n#endif\n return gamma * gamma;\n}\nvec3 LinearToSRGB(vec3 linear) {\n#ifdef CC_USE_SURFACE_SHADER\n #if CC_USE_DEBUG_VIEW == CC_SURFACES_DEBUG_VIEW_COMPOSITE_AND_MISC && CC_SURFACES_ENABLE_DEBUG_VIEW\n if (!IS_DEBUG_VIEW_COMPOSITE_ENABLE_GAMMA_CORRECTION) {\n return linear;\n }\n #endif\n#endif\n return sqrt(linear);\n}\n#if defined(CC_USE_METAL) || defined(CC_USE_WGPU)\n#define CC_HANDLE_SAMPLE_NDC_FLIP_STATIC(y) y = -y\n#else\n#define CC_HANDLE_SAMPLE_NDC_FLIP_STATIC(y)\n#endif\nfloat GetCameraDepthRH(float depthHS, mat4 matProj)\n{\n return -matProj[3][2] / (depthHS + matProj[2][2]);\n}\nfloat GetCameraDepthRH(float depthHS, float matProj32, float matProj22)\n{\n return -matProj32 / (depthHS + matProj22);\n}\n uniform highp vec4 blurInfo;\n uniform highp vec4 kernel[25];\nuniform sampler2D colorTex;\nuniform sampler2D depthTex;\nvec2 fixUV(vec2 uv)\n{\n return saturate(uv);\n}\nvec4 blur(vec2 texcoord, vec2 dir) {\n float ssssFov = blurInfo.x;\n float ssssWidth = blurInfo.y;\n float boundingBox = blurInfo.z;\n float depthUnitScale = boundingBox * blurInfo.w;\n vec4 colorM = texture2D(colorTex, texcoord);\n #if !CC_USE_HDR\n colorM = vec4(LinearToSRGB(colorM.rgb), colorM.a);\n #endif\n float threshold = 0.9, rangeScale = 1.0 / 0.9;\n float SSSS_STRENGTH_SOURCE = colorM.a > threshold ? 0.0 : colorM.a * rangeScale;\n #define SSSS_STRENGTH_SOURCE_INLOOP (color.a > threshold ? 0.0 : color.a * rangeScale)\n float depthHS = dot(texture2D(depthTex, texcoord), vec4(1.0, 1.0 / 255.0, 1.0 / 65025.0, 1.0 / 16581375.0)) * 2.0 - 1.0;\n float depthM = -GetCameraDepthRH(depthHS, cc_matProj);\n float distanceToProjectionWindow = 1.0 / tan(0.5 * ssssFov);\n float scale = distanceToProjectionWindow / depthM * depthUnitScale;\n vec2 finalStep = vec2(ssssWidth) * vec2(scale) * dir;\n finalStep *= vec2(SSSS_STRENGTH_SOURCE);\n finalStep *= vec2(1.0 / (25 > 20 ? 3.0 : 2.0));\n vec4 colorBlurred = colorM;\n colorBlurred.rgb *= kernel[0].rgb;\n for (int i = 1; i < 25; i++) {\n vec2 offset = texcoord + vec2(kernel[i].a) * finalStep;\n vec4 color = texture2D(colorTex, fixUV(offset));\n #if !CC_USE_HDR\n color = vec4(LinearToSRGB(color.rgb), color.a);\n #endif\n float depthHS = dot(texture2D(depthTex, fixUV(offset)), vec4(1.0, 1.0 / 255.0, 1.0 / 65025.0, 1.0 / 16581375.0)) * 2.0 - 1.0;\n float depth = -GetCameraDepthRH(depthHS, cc_matProj);\n float s = saturate(100.0 / depthUnitScale * distanceToProjectionWindow * ssssWidth * abs(depthM - depth));\n color.rgb = mix(color.rgb, colorM.rgb, s);\n colorBlurred.rgb += kernel[i].rgb * mix(colorM.rgb, color.rgb, SSSS_STRENGTH_SOURCE_INLOOP);\n }\n #if !CC_USE_HDR\n colorBlurred = vec4(SRGBToLinear(colorBlurred.rgb), colorBlurred.a);\n #endif\n return colorBlurred;\n}\nvarying vec2 v_uv;\nvoid main() {\n gl_FragColor = blur(v_uv, vec2(1.0, 0.0));\n}"
  1030. },
  1031. "builtins": {
  1032. "globals": {
  1033. "blocks": [
  1034. {
  1035. "name": "CCGlobal",
  1036. "defines": []
  1037. },
  1038. {
  1039. "name": "CCCamera",
  1040. "defines": []
  1041. }
  1042. ],
  1043. "samplerTextures": [],
  1044. "buffers": [],
  1045. "images": []
  1046. },
  1047. "locals": {
  1048. "blocks": [],
  1049. "samplerTextures": [],
  1050. "buffers": [],
  1051. "images": []
  1052. },
  1053. "statistics": {
  1054. "CC_EFFECT_USED_VERTEX_UNIFORM_VECTORS": 42,
  1055. "CC_EFFECT_USED_FRAGMENT_UNIFORM_VECTORS": 68
  1056. }
  1057. },
  1058. "defines": [
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  1601. "vert": "\nprecision highp float;\n#define QUATER_PI 0.78539816340\n#define HALF_PI 1.57079632679\n#define PI 3.14159265359\n#define PI2 6.28318530718\n#define PI4 12.5663706144\n#define INV_QUATER_PI 1.27323954474\n#define INV_HALF_PI 0.63661977237\n#define INV_PI 0.31830988618\n#define INV_PI2 0.15915494309\n#define INV_PI4 0.07957747155\n#define EPSILON 1e-6\n#define EPSILON_LOWP 1e-4\n#define 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};\nlayout(location = 0) in vec3 a_position;\nlayout(location = 1) in vec3 a_normal;\nlayout(location = 2) in vec2 a_texCoord;\nlayout(location = 3) in vec4 a_tangent;\n#if CC_USE_SKINNING\n layout(location = 4) in u32vec4 a_joints;\n layout(location = 5) in vec4 a_weights;\n#endif\n#if USE_INSTANCING\n #if CC_USE_BAKED_ANIMATION\n layout(location = 6) in highp vec4 a_jointAnimInfo;\n #endif\n layout(location = 7) in vec4 a_matWorld0;\n layout(location = 8) in vec4 a_matWorld1;\n layout(location = 9) in vec4 a_matWorld2;\n #if CC_USE_LIGHTMAP\n layout(location = 10) in vec4 a_lightingMapUVParam;\n #endif\n #if CC_USE_REFLECTION_PROBE || CC_RECEIVE_SHADOW\n #if CC_RECEIVE_SHADOW\n #endif\n layout(location = 11) in vec4 a_localShadowBiasAndProbeId;\n #endif\n #if CC_USE_REFLECTION_PROBE\n layout(location = 12) in vec4 a_reflectionProbeData;\n #endif\n #if CC_USE_LIGHT_PROBE\n layout(location = 13) in vec4 a_sh_linear_const_r;\n layout(location = 14) in vec4 a_sh_linear_const_g;\n layout(location = 15) in vec4 a_sh_linear_const_b;\n #endif\n#endif\n#if CC_USE_MORPH\n#endif\nlayout(set = 0, binding = 0) uniform CCGlobal {\n highp vec4 cc_time;\n mediump vec4 cc_screenSize;\n mediump vec4 cc_nativeSize;\n mediump vec4 cc_probeInfo;\n mediump vec4 cc_debug_view_mode;\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_surfaceTransform;\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(location = 0) out vec2 v_uv;\nvoid main () {\n StandardVertInput In;\n In.position = vec4(a_position, 1.0);\n In.normal = a_normal;\n In.tangent = a_tangent;\n In.position.xy = cc_cameraPos.w == 0.0 ? vec2(In.position.xy.x, -In.position.xy.y) : In.position.xy;\n gl_Position = In.position;\n v_uv = a_texCoord;\n}",
  1602. "frag": "\nprecision highp float;\nlayout(set = 0, binding = 0) uniform CCGlobal {\n highp vec4 cc_time;\n mediump vec4 cc_screenSize;\n mediump vec4 cc_nativeSize;\n mediump vec4 cc_probeInfo;\n mediump vec4 cc_debug_view_mode;\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_surfaceTransform;\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};\nprecision highp float;\n#define QUATER_PI 0.78539816340\n#define HALF_PI 1.57079632679\n#define PI 3.14159265359\n#define PI2 6.28318530718\n#define PI4 12.5663706144\n#define INV_QUATER_PI 1.27323954474\n#define INV_HALF_PI 0.63661977237\n#define INV_PI 0.31830988618\n#define INV_PI2 0.15915494309\n#define INV_PI4 0.07957747155\n#define EPSILON 1e-6\n#define EPSILON_LOWP 1e-4\n#define 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)\nfloat saturate(float value) { return clamp(value, 0.0, 1.0); }\nvec2 saturate(vec2 value) { return clamp(value, vec2(0.0), vec2(1.0)); }\nvec3 saturate(vec3 value) { return clamp(value, vec3(0.0), vec3(1.0)); }\nvec4 saturate(vec4 value) { return clamp(value, vec4(0.0), vec4(1.0)); }\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\n#define UnpackBitFromFloat(value, bit) (mod(floor(value / pow(10.0, float(bit))), 10.0) > 0.0)\nvec3 SRGBToLinear (vec3 gamma) {\n#ifdef CC_USE_SURFACE_SHADER\n #if CC_USE_DEBUG_VIEW == CC_SURFACES_DEBUG_VIEW_COMPOSITE_AND_MISC && CC_SURFACES_ENABLE_DEBUG_VIEW\n if (!IS_DEBUG_VIEW_COMPOSITE_ENABLE_GAMMA_CORRECTION) {\n return gamma;\n }\n #endif\n#endif\n return gamma * gamma;\n}\nvec3 LinearToSRGB(vec3 linear) {\n#ifdef CC_USE_SURFACE_SHADER\n #if CC_USE_DEBUG_VIEW == CC_SURFACES_DEBUG_VIEW_COMPOSITE_AND_MISC && CC_SURFACES_ENABLE_DEBUG_VIEW\n if (!IS_DEBUG_VIEW_COMPOSITE_ENABLE_GAMMA_CORRECTION) {\n return linear;\n }\n #endif\n#endif\n return sqrt(linear);\n}\n#if defined(CC_USE_METAL) || defined(CC_USE_WGPU)\n#define CC_HANDLE_SAMPLE_NDC_FLIP_STATIC(y) y = -y\n#else\n#define CC_HANDLE_SAMPLE_NDC_FLIP_STATIC(y)\n#endif\nfloat GetCameraDepthRH(float depthHS, mat4 matProj)\n{\n return -matProj[3][2] / (depthHS + matProj[2][2]);\n}\nfloat GetCameraDepthRH(float depthHS, float matProj32, float matProj22)\n{\n return -matProj32 / (depthHS + matProj22);\n}\nlayout(set = 1, binding = 0) uniform blurUBO {\n highp vec4 blurInfo;\n highp vec4 kernel[25];\n};\nlayout(set = 1, binding = 1) uniform sampler2D colorTex;\nlayout(set = 1, binding = 2) uniform sampler2D depthTex;\nvec2 fixUV(vec2 uv)\n{\n return saturate(uv);\n}\nvec4 blur(vec2 texcoord, vec2 dir) {\n float ssssFov = blurInfo.x;\n float ssssWidth = blurInfo.y;\n float boundingBox = blurInfo.z;\n float depthUnitScale = boundingBox * blurInfo.w;\n vec4 colorM = texture(colorTex, texcoord);\n #if !CC_USE_HDR\n colorM = vec4(LinearToSRGB(colorM.rgb), colorM.a);\n #endif\n float threshold = 0.9, rangeScale = 1.0 / 0.9;\n float SSSS_STRENGTH_SOURCE = colorM.a > threshold ? 0.0 : colorM.a * rangeScale;\n #define SSSS_STRENGTH_SOURCE_INLOOP (color.a > threshold ? 0.0 : color.a * rangeScale)\n float depthHS = dot(texture(depthTex, texcoord), vec4(1.0, 1.0 / 255.0, 1.0 / 65025.0, 1.0 / 16581375.0)) * 2.0 - 1.0;\n float depthM = -GetCameraDepthRH(depthHS, cc_matProj);\n float distanceToProjectionWindow = 1.0 / tan(0.5 * ssssFov);\n float scale = distanceToProjectionWindow / depthM * depthUnitScale;\n vec2 finalStep = vec2(ssssWidth) * vec2(scale) * dir;\n finalStep *= vec2(SSSS_STRENGTH_SOURCE);\n finalStep *= vec2(1.0 / (25 > 20 ? 3.0 : 2.0));\n vec4 colorBlurred = colorM;\n colorBlurred.rgb *= kernel[0].rgb;\n for (int i = 1; i < 25; i++) {\n vec2 offset = texcoord + vec2(kernel[i].a) * finalStep;\n vec4 color = texture(colorTex, fixUV(offset));\n #if !CC_USE_HDR\n color = vec4(LinearToSRGB(color.rgb), color.a);\n #endif\n float depthHS = dot(texture(depthTex, fixUV(offset)), vec4(1.0, 1.0 / 255.0, 1.0 / 65025.0, 1.0 / 16581375.0)) * 2.0 - 1.0;\n float depth = -GetCameraDepthRH(depthHS, cc_matProj);\n float s = saturate(100.0 / depthUnitScale * distanceToProjectionWindow * ssssWidth * abs(depthM - depth));\n color.rgb = mix(color.rgb, colorM.rgb, s);\n colorBlurred.rgb += kernel[i].rgb * mix(colorM.rgb, color.rgb, SSSS_STRENGTH_SOURCE_INLOOP);\n }\n #if !CC_USE_HDR\n colorBlurred = vec4(SRGBToLinear(colorBlurred.rgb), colorBlurred.a);\n #endif\n return colorBlurred;\n}\nlayout(location = 0) in vec2 v_uv;\nlayout(location = 0) out vec4 fragColor;\nvoid main() {\n fragColor = vec4(blur(v_uv, vec2(0.0, 1.0)).rgb, 1.0);\n}"
  1603. },
  1604. "glsl3": {
  1605. "vert": "\nprecision highp float;\n#define QUATER_PI 0.78539816340\n#define HALF_PI 1.57079632679\n#define PI 3.14159265359\n#define PI2 6.28318530718\n#define PI4 12.5663706144\n#define INV_QUATER_PI 1.27323954474\n#define INV_HALF_PI 0.63661977237\n#define INV_PI 0.31830988618\n#define INV_PI2 0.15915494309\n#define INV_PI4 0.07957747155\n#define EPSILON 1e-6\n#define EPSILON_LOWP 1e-4\n#define 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};\nin vec3 a_position;\nin vec3 a_normal;\nin vec2 a_texCoord;\nin vec4 a_tangent;\n#if CC_USE_SKINNING\n in vec4 a_joints;\n in vec4 a_weights;\n#endif\n#if USE_INSTANCING\n #if CC_USE_BAKED_ANIMATION\n in highp vec4 a_jointAnimInfo;\n #endif\n in vec4 a_matWorld0;\n in vec4 a_matWorld1;\n in vec4 a_matWorld2;\n #if CC_USE_LIGHTMAP\n in vec4 a_lightingMapUVParam;\n #endif\n #if CC_USE_REFLECTION_PROBE || CC_RECEIVE_SHADOW\n #if CC_RECEIVE_SHADOW\n #endif\n in vec4 a_localShadowBiasAndProbeId;\n #endif\n #if CC_USE_REFLECTION_PROBE\n in vec4 a_reflectionProbeData;\n #endif\n #if CC_USE_LIGHT_PROBE\n in vec4 a_sh_linear_const_r;\n in vec4 a_sh_linear_const_g;\n in vec4 a_sh_linear_const_b;\n #endif\n#endif\n#if CC_USE_MORPH\n in float a_vertexId;\n#endif\nlayout(std140) uniform CCGlobal {\n highp vec4 cc_time;\n mediump vec4 cc_screenSize;\n mediump vec4 cc_nativeSize;\n mediump vec4 cc_probeInfo;\n mediump vec4 cc_debug_view_mode;\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_surfaceTransform;\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};\nout vec2 v_uv;\nvoid main () {\n StandardVertInput In;\n In.position = vec4(a_position, 1.0);\n In.normal = a_normal;\n In.tangent = a_tangent;\n In.position.xy = cc_cameraPos.w == 0.0 ? vec2(In.position.xy.x, -In.position.xy.y) : In.position.xy;\n gl_Position = In.position;\n v_uv = a_texCoord;\n}",
  1606. "frag": "\nprecision highp float;\nlayout(std140) uniform CCGlobal {\n highp vec4 cc_time;\n mediump vec4 cc_screenSize;\n mediump vec4 cc_nativeSize;\n mediump vec4 cc_probeInfo;\n mediump vec4 cc_debug_view_mode;\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_surfaceTransform;\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};\nprecision highp float;\n#define QUATER_PI 0.78539816340\n#define HALF_PI 1.57079632679\n#define PI 3.14159265359\n#define PI2 6.28318530718\n#define PI4 12.5663706144\n#define INV_QUATER_PI 1.27323954474\n#define INV_HALF_PI 0.63661977237\n#define INV_PI 0.31830988618\n#define INV_PI2 0.15915494309\n#define INV_PI4 0.07957747155\n#define EPSILON 1e-6\n#define EPSILON_LOWP 1e-4\n#define 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)\nfloat saturate(float value) { return clamp(value, 0.0, 1.0); }\nvec2 saturate(vec2 value) { return clamp(value, vec2(0.0), vec2(1.0)); }\nvec3 saturate(vec3 value) { return clamp(value, vec3(0.0), vec3(1.0)); }\nvec4 saturate(vec4 value) { return clamp(value, vec4(0.0), vec4(1.0)); }\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\n#define UnpackBitFromFloat(value, bit) (mod(floor(value / pow(10.0, float(bit))), 10.0) > 0.0)\nvec3 SRGBToLinear (vec3 gamma) {\n#ifdef CC_USE_SURFACE_SHADER\n #if CC_USE_DEBUG_VIEW == CC_SURFACES_DEBUG_VIEW_COMPOSITE_AND_MISC && CC_SURFACES_ENABLE_DEBUG_VIEW\n if (!IS_DEBUG_VIEW_COMPOSITE_ENABLE_GAMMA_CORRECTION) {\n return gamma;\n }\n #endif\n#endif\n return gamma * gamma;\n}\nvec3 LinearToSRGB(vec3 linear) {\n#ifdef CC_USE_SURFACE_SHADER\n #if CC_USE_DEBUG_VIEW == CC_SURFACES_DEBUG_VIEW_COMPOSITE_AND_MISC && CC_SURFACES_ENABLE_DEBUG_VIEW\n if (!IS_DEBUG_VIEW_COMPOSITE_ENABLE_GAMMA_CORRECTION) {\n return linear;\n }\n #endif\n#endif\n return sqrt(linear);\n}\n#if defined(CC_USE_METAL) || defined(CC_USE_WGPU)\n#define CC_HANDLE_SAMPLE_NDC_FLIP_STATIC(y) y = -y\n#else\n#define CC_HANDLE_SAMPLE_NDC_FLIP_STATIC(y)\n#endif\nfloat GetCameraDepthRH(float depthHS, mat4 matProj)\n{\n return -matProj[3][2] / (depthHS + matProj[2][2]);\n}\nfloat GetCameraDepthRH(float depthHS, float matProj32, float matProj22)\n{\n return -matProj32 / (depthHS + matProj22);\n}\nlayout(std140) uniform blurUBO {\n highp vec4 blurInfo;\n highp vec4 kernel[25];\n};\nuniform sampler2D colorTex;\nuniform sampler2D depthTex;\nvec2 fixUV(vec2 uv)\n{\n return saturate(uv);\n}\nvec4 blur(vec2 texcoord, vec2 dir) {\n float ssssFov = blurInfo.x;\n float ssssWidth = blurInfo.y;\n float boundingBox = blurInfo.z;\n float depthUnitScale = boundingBox * blurInfo.w;\n vec4 colorM = texture(colorTex, texcoord);\n #if !CC_USE_HDR\n colorM = vec4(LinearToSRGB(colorM.rgb), colorM.a);\n #endif\n float threshold = 0.9, rangeScale = 1.0 / 0.9;\n float SSSS_STRENGTH_SOURCE = colorM.a > threshold ? 0.0 : colorM.a * rangeScale;\n #define SSSS_STRENGTH_SOURCE_INLOOP (color.a > threshold ? 0.0 : color.a * rangeScale)\n float depthHS = dot(texture(depthTex, texcoord), vec4(1.0, 1.0 / 255.0, 1.0 / 65025.0, 1.0 / 16581375.0)) * 2.0 - 1.0;\n float depthM = -GetCameraDepthRH(depthHS, cc_matProj);\n float distanceToProjectionWindow = 1.0 / tan(0.5 * ssssFov);\n float scale = distanceToProjectionWindow / depthM * depthUnitScale;\n vec2 finalStep = vec2(ssssWidth) * vec2(scale) * dir;\n finalStep *= vec2(SSSS_STRENGTH_SOURCE);\n finalStep *= vec2(1.0 / (25 > 20 ? 3.0 : 2.0));\n vec4 colorBlurred = colorM;\n colorBlurred.rgb *= kernel[0].rgb;\n for (int i = 1; i < 25; i++) {\n vec2 offset = texcoord + vec2(kernel[i].a) * finalStep;\n vec4 color = texture(colorTex, fixUV(offset));\n #if !CC_USE_HDR\n color = vec4(LinearToSRGB(color.rgb), color.a);\n #endif\n float depthHS = dot(texture(depthTex, fixUV(offset)), vec4(1.0, 1.0 / 255.0, 1.0 / 65025.0, 1.0 / 16581375.0)) * 2.0 - 1.0;\n float depth = -GetCameraDepthRH(depthHS, cc_matProj);\n float s = saturate(100.0 / depthUnitScale * distanceToProjectionWindow * ssssWidth * abs(depthM - depth));\n color.rgb = mix(color.rgb, colorM.rgb, s);\n colorBlurred.rgb += kernel[i].rgb * mix(colorM.rgb, color.rgb, SSSS_STRENGTH_SOURCE_INLOOP);\n }\n #if !CC_USE_HDR\n colorBlurred = vec4(SRGBToLinear(colorBlurred.rgb), colorBlurred.a);\n #endif\n return colorBlurred;\n}\nin vec2 v_uv;\nlayout(location = 0) out vec4 fragColor;\nvoid main() {\n fragColor = vec4(blur(v_uv, vec2(0.0, 1.0)).rgb, 1.0);\n}"
  1607. },
  1608. "glsl1": {
  1609. "vert": "\nprecision highp float;\n#define QUATER_PI 0.78539816340\n#define HALF_PI 1.57079632679\n#define PI 3.14159265359\n#define PI2 6.28318530718\n#define PI4 12.5663706144\n#define INV_QUATER_PI 1.27323954474\n#define INV_HALF_PI 0.63661977237\n#define INV_PI 0.31830988618\n#define INV_PI2 0.15915494309\n#define INV_PI4 0.07957747155\n#define EPSILON 1e-6\n#define EPSILON_LOWP 1e-4\n#define 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#endif\nuniform highp vec4 cc_cameraPos;\nvarying vec2 v_uv;\nvoid main () {\n StandardVertInput In;\n In.position = vec4(a_position, 1.0);\n In.normal = a_normal;\n In.tangent = a_tangent;\n In.position.xy = cc_cameraPos.w == 0.0 ? vec2(In.position.xy.x, -In.position.xy.y) : In.position.xy;\n gl_Position = In.position;\n v_uv = a_texCoord;\n}",
  1610. "frag": "\nprecision highp float;\nuniform highp mat4 cc_matProj;\nprecision highp float;\n#define QUATER_PI 0.78539816340\n#define HALF_PI 1.57079632679\n#define PI 3.14159265359\n#define PI2 6.28318530718\n#define PI4 12.5663706144\n#define INV_QUATER_PI 1.27323954474\n#define INV_HALF_PI 0.63661977237\n#define INV_PI 0.31830988618\n#define INV_PI2 0.15915494309\n#define INV_PI4 0.07957747155\n#define EPSILON 1e-6\n#define EPSILON_LOWP 1e-4\n#define 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)\nfloat saturate(float value) { return clamp(value, 0.0, 1.0); }\nvec2 saturate(vec2 value) { return clamp(value, vec2(0.0), vec2(1.0)); }\nvec3 saturate(vec3 value) { return clamp(value, vec3(0.0), vec3(1.0)); }\nvec4 saturate(vec4 value) { return clamp(value, vec4(0.0), vec4(1.0)); }\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\n#define UnpackBitFromFloat(value, bit) (mod(floor(value / pow(10.0, float(bit))), 10.0) > 0.0)\nvec3 SRGBToLinear (vec3 gamma) {\n#ifdef CC_USE_SURFACE_SHADER\n #if CC_USE_DEBUG_VIEW == CC_SURFACES_DEBUG_VIEW_COMPOSITE_AND_MISC && CC_SURFACES_ENABLE_DEBUG_VIEW\n if (!IS_DEBUG_VIEW_COMPOSITE_ENABLE_GAMMA_CORRECTION) {\n return gamma;\n }\n #endif\n#endif\n return gamma * gamma;\n}\nvec3 LinearToSRGB(vec3 linear) {\n#ifdef CC_USE_SURFACE_SHADER\n #if CC_USE_DEBUG_VIEW == CC_SURFACES_DEBUG_VIEW_COMPOSITE_AND_MISC && CC_SURFACES_ENABLE_DEBUG_VIEW\n if (!IS_DEBUG_VIEW_COMPOSITE_ENABLE_GAMMA_CORRECTION) {\n return linear;\n }\n #endif\n#endif\n return sqrt(linear);\n}\n#if defined(CC_USE_METAL) || defined(CC_USE_WGPU)\n#define CC_HANDLE_SAMPLE_NDC_FLIP_STATIC(y) y = -y\n#else\n#define CC_HANDLE_SAMPLE_NDC_FLIP_STATIC(y)\n#endif\nfloat GetCameraDepthRH(float depthHS, mat4 matProj)\n{\n return -matProj[3][2] / (depthHS + matProj[2][2]);\n}\nfloat GetCameraDepthRH(float depthHS, float matProj32, float matProj22)\n{\n return -matProj32 / (depthHS + matProj22);\n}\n uniform highp vec4 blurInfo;\n uniform highp vec4 kernel[25];\nuniform sampler2D colorTex;\nuniform sampler2D depthTex;\nvec2 fixUV(vec2 uv)\n{\n return saturate(uv);\n}\nvec4 blur(vec2 texcoord, vec2 dir) {\n float ssssFov = blurInfo.x;\n float ssssWidth = blurInfo.y;\n float boundingBox = blurInfo.z;\n float depthUnitScale = boundingBox * blurInfo.w;\n vec4 colorM = texture2D(colorTex, texcoord);\n #if !CC_USE_HDR\n colorM = vec4(LinearToSRGB(colorM.rgb), colorM.a);\n #endif\n float threshold = 0.9, rangeScale = 1.0 / 0.9;\n float SSSS_STRENGTH_SOURCE = colorM.a > threshold ? 0.0 : colorM.a * rangeScale;\n #define SSSS_STRENGTH_SOURCE_INLOOP (color.a > threshold ? 0.0 : color.a * rangeScale)\n float depthHS = dot(texture2D(depthTex, texcoord), vec4(1.0, 1.0 / 255.0, 1.0 / 65025.0, 1.0 / 16581375.0)) * 2.0 - 1.0;\n float depthM = -GetCameraDepthRH(depthHS, cc_matProj);\n float distanceToProjectionWindow = 1.0 / tan(0.5 * ssssFov);\n float scale = distanceToProjectionWindow / depthM * depthUnitScale;\n vec2 finalStep = vec2(ssssWidth) * vec2(scale) * dir;\n finalStep *= vec2(SSSS_STRENGTH_SOURCE);\n finalStep *= vec2(1.0 / (25 > 20 ? 3.0 : 2.0));\n vec4 colorBlurred = colorM;\n colorBlurred.rgb *= kernel[0].rgb;\n for (int i = 1; i < 25; i++) {\n vec2 offset = texcoord + vec2(kernel[i].a) * finalStep;\n vec4 color = texture2D(colorTex, fixUV(offset));\n #if !CC_USE_HDR\n color = vec4(LinearToSRGB(color.rgb), color.a);\n #endif\n float depthHS = dot(texture2D(depthTex, fixUV(offset)), vec4(1.0, 1.0 / 255.0, 1.0 / 65025.0, 1.0 / 16581375.0)) * 2.0 - 1.0;\n float depth = -GetCameraDepthRH(depthHS, cc_matProj);\n float s = saturate(100.0 / depthUnitScale * distanceToProjectionWindow * ssssWidth * abs(depthM - depth));\n color.rgb = mix(color.rgb, colorM.rgb, s);\n colorBlurred.rgb += kernel[i].rgb * mix(colorM.rgb, color.rgb, SSSS_STRENGTH_SOURCE_INLOOP);\n }\n #if !CC_USE_HDR\n colorBlurred = vec4(SRGBToLinear(colorBlurred.rgb), colorBlurred.a);\n #endif\n return colorBlurred;\n}\nvarying vec2 v_uv;\nvoid main() {\n gl_FragColor = vec4(blur(v_uv, vec2(0.0, 1.0)).rgb, 1.0);\n}"
  1611. },
  1612. "builtins": {
  1613. "globals": {
  1614. "blocks": [
  1615. {
  1616. "name": "CCGlobal",
  1617. "defines": []
  1618. },
  1619. {
  1620. "name": "CCCamera",
  1621. "defines": []
  1622. }
  1623. ],
  1624. "samplerTextures": [],
  1625. "buffers": [],
  1626. "images": []
  1627. },
  1628. "locals": {
  1629. "blocks": [],
  1630. "samplerTextures": [],
  1631. "buffers": [],
  1632. "images": []
  1633. },
  1634. "statistics": {
  1635. "CC_EFFECT_USED_VERTEX_UNIFORM_VECTORS": 42,
  1636. "CC_EFFECT_USED_FRAGMENT_UNIFORM_VECTORS": 68
  1637. }
  1638. },
  1639. "defines": [
  1640. {
  1641. "name": "USE_INSTANCING",
  1642. "type": "boolean",
  1643. "defines": [],
  1644. "editor": {
  1645. "elevated": true
  1646. }
  1647. },
  1648. {
  1649. "name": "CC_USE_SKINNING",
  1650. "type": "boolean",
  1651. "defines": []
  1652. },
  1653. {
  1654. "name": "CC_USE_BAKED_ANIMATION",
  1655. "type": "boolean",
  1656. "defines": [
  1657. "USE_INSTANCING"
  1658. ]
  1659. },
  1660. {
  1661. "name": "CC_USE_LIGHTMAP",
  1662. "type": "boolean",
  1663. "defines": [
  1664. "USE_INSTANCING"
  1665. ]
  1666. },
  1667. {
  1668. "name": "CC_USE_REFLECTION_PROBE",
  1669. "type": "boolean",
  1670. "defines": [
  1671. "USE_INSTANCING"
  1672. ]
  1673. },
  1674. {
  1675. "name": "CC_RECEIVE_SHADOW",
  1676. "type": "boolean",
  1677. "defines": [
  1678. "USE_INSTANCING"
  1679. ]
  1680. },
  1681. {
  1682. "name": "CC_USE_LIGHT_PROBE",
  1683. "type": "boolean",
  1684. "defines": [
  1685. "USE_INSTANCING"
  1686. ]
  1687. },
  1688. {
  1689. "name": "CC_USE_MORPH",
  1690. "type": "boolean",
  1691. "defines": []
  1692. },
  1693. {
  1694. "name": "CC_USE_DEBUG_VIEW",
  1695. "type": "number",
  1696. "defines": [],
  1697. "range": [
  1698. 0,
  1699. 3
  1700. ]
  1701. },
  1702. {
  1703. "name": "CC_SURFACES_ENABLE_DEBUG_VIEW",
  1704. "type": "boolean",
  1705. "defines": [
  1706. "CC_USE_DEBUG_VIEW",
  1707. "CC_SURFACES_DEBUG_VIEW_COMPOSITE_AND_MISC"
  1708. ]
  1709. },
  1710. {
  1711. "name": "CC_USE_HDR",
  1712. "type": "boolean",
  1713. "defines": []
  1714. }
  1715. ],
  1716. "name": "pipeline/ssss-blur|blur-vs|ssssBlurY-fs"
  1717. }
  1718. ],
  1719. "combinations": [],
  1720. "hideInEditor": false
  1721. }