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- "name": "cc_viewPort",
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- "hash": 4212493832,
- "glsl4": {
- "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}",
- "frag": "\nprecision highp float;\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};\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#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}\nvec4 GetWorldPosFromNDCPosRH(vec3 posHS, mat4 matProj, mat4 matViewProjInv)\n{\n float w = -GetCameraDepthRH(posHS.z, matProj);\n return matViewProjInv * vec4(posHS * w, w);\n}\nfloat rsqrt(float value) { return 1.0 / sqrt(value); }\nvec2 rsqrt(vec2 value) { return vec2(1.0) / sqrt(value); }\nvec3 rsqrt(vec3 value) { return vec3(1.0) / sqrt(value); }\nvec4 rsqrt(vec4 value) { return vec4(1.0) / sqrt(value); }\nfloat rand(vec2 seeds_zero_to_one) {\n return fract(sin(dot(seeds_zero_to_one.xy, vec2(12.9898, 78.233))) * 43758.5453);\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}\nlayout(set = 1, binding = 0) uniform hbaoUBO {\n vec4 uvDepthToEyePosParams;\n vec4 radiusParam;\n vec4 miscParam;\n vec4 randomTexSize;\n vec4 blurParam;\n};\n#define NUM_STEPS 8.0\n#define NUM_STEPS_LOOP NUM_STEPS*2.0\n#define INV_NUM_DIRECTIONS 0.125\n#define NUM_DIRECTIONS 8\n#define CONSTANT_2PI 6.2831852\n#define g_AOResolution cc_screenSize.xy\n#define g_InvAOResolution cc_screenSize.zw\n#define g_UVToViewA uvDepthToEyePosParams.xy\n#define g_UVToViewB uvDepthToEyePosParams.zw\n#define g_R radiusParam.x\n#define g_R2 radiusParam.y\n#define g_NegInvR2 radiusParam.z\n#define g_MaxRadiusPixels radiusParam.w\n#define g_FocalLen miscParam.xy\n#define g_TanAngleBias miscParam.z\n#define g_Strength miscParam.w\nlayout(set = 1, binding = 1) uniform sampler2D DepthTex;\nlayout(set = 1, binding = 2) uniform sampler2D RandomTex;\nvec2 fixUV(vec2 uv)\n{\n return saturate(uv);\n}\nfloat InvLength(vec2 v)\n{\n\treturn rsqrt(dot(v,v));\n}\nfloat Tangent(vec3 P, vec3 S)\n{\n\treturn (P.z - S.z) * InvLength(S.xy - P.xy);\n}\nvec3 UVToEye(vec2 uv, float eye_z)\n{\n uv = g_UVToViewA * uv + g_UVToViewB;\n return vec3(uv * eye_z, eye_z);\n}\nfloat GetLinearDepth(vec2 uv) {\n float depthHS = 0.0;\n #if defined(CC_USE_WGPU)\n depthHS = textureLod(DepthTex, fixUV(uv), 0.0).r * 2.0 - 1.0;\n #else\n depthHS = texture(DepthTex, fixUV(uv)).r * 2.0 - 1.0;\n #endif\n return -GetCameraDepthRH(depthHS, cc_matProj);\n}\nvec3 FetchEyePos(vec2 uv)\n{\n float depth = GetLinearDepth(uv);\n return UVToEye(uv, depth);\n}\nfloat Length2(vec3 v)\n{\n \treturn dot(v, v);\n}\nvec3 MinDiff(vec3 P, vec3 Pr, vec3 Pl)\n{\n \tvec3 V1 = Pr - P;\n \tvec3 V2 = P - Pl;\n \treturn (Length2(V1) < Length2(V2)) ? V1 : V2;\n}\nfloat Falloff(float d2)\n{\n return d2 * g_NegInvR2 + 1.0;\n}\nvec2 SnapUVOffset(vec2 uv)\n{\n return round(uv * g_AOResolution) * g_InvAOResolution;\n}\nfloat TanToSin(float x)\n{\n \treturn x * rsqrt(x*x + 1.0);\n}\nvec3 TangentVector(vec2 deltaUV, vec3 dPdu, vec3 dPdv)\n{\n \treturn deltaUV.x * dPdu + deltaUV.y * dPdv;\n}\nfloat Tangent(vec3 T)\n{\n \treturn -T.z * InvLength(T.xy);\n}\nfloat BiasedTangent(vec3 T)\n{\n return Tangent(T) + g_TanAngleBias;\n}\nvec2 RotateDirections(vec2 Dir, vec2 CosSin)\n{\n \treturn vec2(Dir.x*CosSin.x - Dir.y*CosSin.y,\n \t\tDir.x*CosSin.y + Dir.y*CosSin.x);\n}\nfloat IntegerateOcclusion(vec2 uv0,\n vec2 snapped_duv,\n vec3 P,\n vec3 dPdu,\n vec3 dPdv,\n inout float tanH)\n{\n float ao = 0.0;\n vec3 T1 = TangentVector(snapped_duv, dPdu, dPdv);\n float tanT = BiasedTangent(T1);\n float sinT = TanToSin(tanT);\n vec3 S = FetchEyePos(uv0 + snapped_duv);\n float tanS = Tangent(P, S);\n float sinS = TanToSin(tanS);\n float d2 = Length2(S - P);\n if ((d2 < g_R2) && (tanS > tanT))\n {\n ao = Falloff(d2) * (sinS - sinT);\n tanH = max(tanH, tanS);\n }\n return ao;\n}\nfloat HorizonOcclusion(vec2 deltaUV,\n vec2 texelDeltaUV,\n vec2 uv0,\n vec3 P,\n float numSteps,\n float randstep,\n vec3 dPdu,\n vec3 dPdv)\n{\n float ao = 0.0;\n vec2 uv = uv0 + SnapUVOffset( randstep * deltaUV );\n deltaUV = SnapUVOffset( deltaUV );\n vec3 T = deltaUV.x * dPdu + deltaUV.y * dPdv;\n float tanH = BiasedTangent(T);\n#if SAMPLE_FIRST_STEP\n vec2 snapped_duv = SnapUVOffset( randstep * deltaUV + texelDeltaUV );\n ao = IntegerateOcclusion(uv0, snapped_duv, P, dPdu, dPdv, tanH);\n --numSteps;\n#endif\n float sinH = tanH / sqrt(1.0 + tanH*tanH);\n for (float j = 1.0; j <= NUM_STEPS_LOOP; j += 1.0)\n {\n if (j <= numSteps)\n {\n uv += deltaUV;\n vec3 S = FetchEyePos(uv);\n float tanS = Tangent(P, S);\n float d2 = Length2(S - P);\n if ((d2 < g_R2) && (tanS > tanH))\n {\n float sinS = tanS / sqrt(1.0 + tanS*tanS);\n ao += Falloff(d2) * (sinS - sinH);\n tanH = tanS;\n sinH = sinS;\n }\n }\n }\n return ao;\n}\nvoid ComputeSteps(inout vec2 step_size_uv, inout float numSteps, float ray_radius_pix, float rand)\n{\n numSteps = min(NUM_STEPS, ray_radius_pix);\n float step_size_pix = ray_radius_pix / (numSteps + 1.0);\n float maxNumSteps = g_MaxRadiusPixels / step_size_pix;\n if (maxNumSteps < numSteps)\n {\n numSteps = floor(maxNumSteps + rand);\n numSteps = max(numSteps, 1.0);\n step_size_pix = g_MaxRadiusPixels / numSteps;\n }\n step_size_uv = step_size_pix * g_InvAOResolution;\n}\nfloat CalculateAO(vec2 uv)\n{\n vec3 P = FetchEyePos(uv);\n vec3 rand = texture(RandomTex, uv * g_AOResolution.xy * randomTexSize.zw).xyz;\n vec2 ray_radius_uv = 0.5 * g_R * g_FocalLen / P.z;\n float ray_radius_pix = ray_radius_uv.x * g_AOResolution.x;\n if (ray_radius_pix < 1.0)\n {\n return 1.0;\n }\n float numSteps;\n vec2 step_size;\n ComputeSteps(step_size, numSteps, ray_radius_pix, rand.z);\n vec3 Pr = FetchEyePos(uv + vec2(g_InvAOResolution.x, 0.0));\n vec3 Pl = FetchEyePos(uv + vec2(-g_InvAOResolution.x, 0.0));\n vec3 Pt = FetchEyePos(uv + vec2(0.0, g_InvAOResolution.y));\n vec3 Pb = FetchEyePos(uv + vec2(0.0, -g_InvAOResolution.y));\n vec3 dPdu = MinDiff(P, Pr, Pl);\n vec3 dPdv = MinDiff(P, Pt, Pb) * (g_AOResolution.y * g_InvAOResolution.x);\n float ao = 0.0;\n float alpha = CONSTANT_2PI * INV_NUM_DIRECTIONS;\n for (int d = 0; d < NUM_DIRECTIONS; ++d)\n {\n float angle = alpha * float(d);\n vec2 dir = RotateDirections(vec2(cos(angle), sin(angle)), rand.xy);\n vec2 deltaUV = dir * step_size.xy;\n vec2 texelDeltaUV = dir * g_InvAOResolution;\n ao += HorizonOcclusion(deltaUV, texelDeltaUV, uv, P, numSteps, rand.z, dPdu, dPdv);\n }\n ao = 1.0 - ao * INV_NUM_DIRECTIONS * g_Strength;\n #if CC_USE_FOG != 4 && !CC_USE_FLOAT_OUTPUT\n float fogFactor = 1.0;\n float depth = 0.0;\n #if defined(CC_USE_WGPU)\n depth = textureLod(DepthTex, uv, 0.0).r;\n #else\n depth = texture(DepthTex, uv).r;\n #endif\n vec3 posHS = vec3(uv, depth) * 2.0 - vec3(1.0);\n posHS.xy = cc_cameraPos.w == 0.0 ? vec2(posHS.xy.x, -posHS.xy.y) : posHS.xy;\n vec4 worldPos = GetWorldPosFromNDCPosRH(posHS, cc_matProj, cc_matViewProjInv);\n CC_TRANSFER_FOG_BASE(vec4(worldPos.xyz, 1.0), fogFactor);\n ao = mix(1.0, ao, pow(fogFactor * 0.9, 4.0));\n #endif\n return ao;\n}\n#define KERNEL_FALLOFF 3.0f\n#define KERNEL_RADIUS 8\n#define HALF_KERNEL_RADIUS 4\n#define g_InvFullResolution cc_screenSize.zw\n#define g_BlurFallOff blurParam.x\n#define g_BlurDepthThreshold blurParam.y\n#define g_BlurSimpleRadius blurParam.z\nlayout(set = 1, binding = 3) uniform sampler2D AOTexNearest;\n#define AOTexBilinear AOTexNearest\n#define GetLinearDepthBilinear GetLinearDepth\n#define g_AOSaturation blurParam.w\nlayout(location = 0) in vec2 v_uv;\nlayout(location = 0) out vec4 fragColor;\nvoid main () {\n float ao = CalculateAO(v_uv);\n fragColor = vec4(ao, ao, ao, 1.0);\n}"
- },
- "glsl3": {
- "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}",
- "frag": "\nprecision highp float;\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};\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#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}\nvec4 GetWorldPosFromNDCPosRH(vec3 posHS, mat4 matProj, mat4 matViewProjInv)\n{\n float w = -GetCameraDepthRH(posHS.z, matProj);\n return matViewProjInv * vec4(posHS * w, w);\n}\nfloat rsqrt(float value) { return 1.0 / sqrt(value); }\nvec2 rsqrt(vec2 value) { return vec2(1.0) / sqrt(value); }\nvec3 rsqrt(vec3 value) { return vec3(1.0) / sqrt(value); }\nvec4 rsqrt(vec4 value) { return vec4(1.0) / sqrt(value); }\nfloat rand(vec2 seeds_zero_to_one) {\n return fract(sin(dot(seeds_zero_to_one.xy, vec2(12.9898, 78.233))) * 43758.5453);\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}\nlayout(std140) uniform hbaoUBO {\n vec4 uvDepthToEyePosParams;\n vec4 radiusParam;\n vec4 miscParam;\n vec4 randomTexSize;\n vec4 blurParam;\n};\n#define NUM_STEPS 8.0\n#define NUM_STEPS_LOOP NUM_STEPS*2.0\n#define INV_NUM_DIRECTIONS 0.125\n#define NUM_DIRECTIONS 8\n#define CONSTANT_2PI 6.2831852\n#define g_AOResolution cc_screenSize.xy\n#define g_InvAOResolution cc_screenSize.zw\n#define g_UVToViewA uvDepthToEyePosParams.xy\n#define g_UVToViewB uvDepthToEyePosParams.zw\n#define g_R radiusParam.x\n#define g_R2 radiusParam.y\n#define g_NegInvR2 radiusParam.z\n#define g_MaxRadiusPixels radiusParam.w\n#define g_FocalLen miscParam.xy\n#define g_TanAngleBias miscParam.z\n#define g_Strength miscParam.w\nuniform sampler2D DepthTex;\nuniform sampler2D RandomTex;\nvec2 fixUV(vec2 uv)\n{\n return saturate(uv);\n}\nfloat InvLength(vec2 v)\n{\n\treturn rsqrt(dot(v,v));\n}\nfloat Tangent(vec3 P, vec3 S)\n{\n\treturn (P.z - S.z) * InvLength(S.xy - P.xy);\n}\nvec3 UVToEye(vec2 uv, float eye_z)\n{\n uv = g_UVToViewA * uv + g_UVToViewB;\n return vec3(uv * eye_z, eye_z);\n}\nfloat GetLinearDepth(vec2 uv) {\n float depthHS = 0.0;\n #if defined(CC_USE_WGPU)\n depthHS = textureLod(DepthTex, fixUV(uv), 0.0).r * 2.0 - 1.0;\n #else\n depthHS = texture(DepthTex, fixUV(uv)).r * 2.0 - 1.0;\n #endif\n return -GetCameraDepthRH(depthHS, cc_matProj);\n}\nvec3 FetchEyePos(vec2 uv)\n{\n float depth = GetLinearDepth(uv);\n return UVToEye(uv, depth);\n}\nfloat Length2(vec3 v)\n{\n \treturn dot(v, v);\n}\nvec3 MinDiff(vec3 P, vec3 Pr, vec3 Pl)\n{\n \tvec3 V1 = Pr - P;\n \tvec3 V2 = P - Pl;\n \treturn (Length2(V1) < Length2(V2)) ? V1 : V2;\n}\nfloat Falloff(float d2)\n{\n return d2 * g_NegInvR2 + 1.0;\n}\nvec2 SnapUVOffset(vec2 uv)\n{\n return round(uv * g_AOResolution) * g_InvAOResolution;\n}\nfloat TanToSin(float x)\n{\n \treturn x * rsqrt(x*x + 1.0);\n}\nvec3 TangentVector(vec2 deltaUV, vec3 dPdu, vec3 dPdv)\n{\n \treturn deltaUV.x * dPdu + deltaUV.y * dPdv;\n}\nfloat Tangent(vec3 T)\n{\n \treturn -T.z * InvLength(T.xy);\n}\nfloat BiasedTangent(vec3 T)\n{\n return Tangent(T) + g_TanAngleBias;\n}\nvec2 RotateDirections(vec2 Dir, vec2 CosSin)\n{\n \treturn vec2(Dir.x*CosSin.x - Dir.y*CosSin.y,\n \t\tDir.x*CosSin.y + Dir.y*CosSin.x);\n}\nfloat IntegerateOcclusion(vec2 uv0,\n vec2 snapped_duv,\n vec3 P,\n vec3 dPdu,\n vec3 dPdv,\n inout float tanH)\n{\n float ao = 0.0;\n vec3 T1 = TangentVector(snapped_duv, dPdu, dPdv);\n float tanT = BiasedTangent(T1);\n float sinT = TanToSin(tanT);\n vec3 S = FetchEyePos(uv0 + snapped_duv);\n float tanS = Tangent(P, S);\n float sinS = TanToSin(tanS);\n float d2 = Length2(S - P);\n if ((d2 < g_R2) && (tanS > tanT))\n {\n ao = Falloff(d2) * (sinS - sinT);\n tanH = max(tanH, tanS);\n }\n return ao;\n}\nfloat HorizonOcclusion(vec2 deltaUV,\n vec2 texelDeltaUV,\n vec2 uv0,\n vec3 P,\n float numSteps,\n float randstep,\n vec3 dPdu,\n vec3 dPdv)\n{\n float ao = 0.0;\n vec2 uv = uv0 + SnapUVOffset( randstep * deltaUV );\n deltaUV = SnapUVOffset( deltaUV );\n vec3 T = deltaUV.x * dPdu + deltaUV.y * dPdv;\n float tanH = BiasedTangent(T);\n#if SAMPLE_FIRST_STEP\n vec2 snapped_duv = SnapUVOffset( randstep * deltaUV + texelDeltaUV );\n ao = IntegerateOcclusion(uv0, snapped_duv, P, dPdu, dPdv, tanH);\n --numSteps;\n#endif\n float sinH = tanH / sqrt(1.0 + tanH*tanH);\n for (float j = 1.0; j <= NUM_STEPS_LOOP; j += 1.0)\n {\n if (j <= numSteps)\n {\n uv += deltaUV;\n vec3 S = FetchEyePos(uv);\n float tanS = Tangent(P, S);\n float d2 = Length2(S - P);\n if ((d2 < g_R2) && (tanS > tanH))\n {\n float sinS = tanS / sqrt(1.0 + tanS*tanS);\n ao += Falloff(d2) * (sinS - sinH);\n tanH = tanS;\n sinH = sinS;\n }\n }\n }\n return ao;\n}\nvoid ComputeSteps(inout vec2 step_size_uv, inout float numSteps, float ray_radius_pix, float rand)\n{\n numSteps = min(NUM_STEPS, ray_radius_pix);\n float step_size_pix = ray_radius_pix / (numSteps + 1.0);\n float maxNumSteps = g_MaxRadiusPixels / step_size_pix;\n if (maxNumSteps < numSteps)\n {\n numSteps = floor(maxNumSteps + rand);\n numSteps = max(numSteps, 1.0);\n step_size_pix = g_MaxRadiusPixels / numSteps;\n }\n step_size_uv = step_size_pix * g_InvAOResolution;\n}\nfloat CalculateAO(vec2 uv)\n{\n vec3 P = FetchEyePos(uv);\n vec3 rand = texture(RandomTex, uv * g_AOResolution.xy * randomTexSize.zw).xyz;\n vec2 ray_radius_uv = 0.5 * g_R * g_FocalLen / P.z;\n float ray_radius_pix = ray_radius_uv.x * g_AOResolution.x;\n if (ray_radius_pix < 1.0)\n {\n return 1.0;\n }\n float numSteps;\n vec2 step_size;\n ComputeSteps(step_size, numSteps, ray_radius_pix, rand.z);\n vec3 Pr = FetchEyePos(uv + vec2(g_InvAOResolution.x, 0.0));\n vec3 Pl = FetchEyePos(uv + vec2(-g_InvAOResolution.x, 0.0));\n vec3 Pt = FetchEyePos(uv + vec2(0.0, g_InvAOResolution.y));\n vec3 Pb = FetchEyePos(uv + vec2(0.0, -g_InvAOResolution.y));\n vec3 dPdu = MinDiff(P, Pr, Pl);\n vec3 dPdv = MinDiff(P, Pt, Pb) * (g_AOResolution.y * g_InvAOResolution.x);\n float ao = 0.0;\n float alpha = CONSTANT_2PI * INV_NUM_DIRECTIONS;\n for (int d = 0; d < NUM_DIRECTIONS; ++d)\n {\n float angle = alpha * float(d);\n vec2 dir = RotateDirections(vec2(cos(angle), sin(angle)), rand.xy);\n vec2 deltaUV = dir * step_size.xy;\n vec2 texelDeltaUV = dir * g_InvAOResolution;\n ao += HorizonOcclusion(deltaUV, texelDeltaUV, uv, P, numSteps, rand.z, dPdu, dPdv);\n }\n ao = 1.0 - ao * INV_NUM_DIRECTIONS * g_Strength;\n #if CC_USE_FOG != 4 && !CC_USE_FLOAT_OUTPUT\n float fogFactor = 1.0;\n float depth = 0.0;\n #if defined(CC_USE_WGPU)\n depth = textureLod(DepthTex, uv, 0.0).r;\n #else\n depth = texture(DepthTex, uv).r;\n #endif\n vec3 posHS = vec3(uv, depth) * 2.0 - vec3(1.0);\n posHS.xy = cc_cameraPos.w == 0.0 ? vec2(posHS.xy.x, -posHS.xy.y) : posHS.xy;\n vec4 worldPos = GetWorldPosFromNDCPosRH(posHS, cc_matProj, cc_matViewProjInv);\n CC_TRANSFER_FOG_BASE(vec4(worldPos.xyz, 1.0), fogFactor);\n ao = mix(1.0, ao, pow(fogFactor * 0.9, 4.0));\n #endif\n return ao;\n}\n#define KERNEL_FALLOFF 3.0f\n#define KERNEL_RADIUS 8\n#define HALF_KERNEL_RADIUS 4\n#define g_InvFullResolution cc_screenSize.zw\n#define g_BlurFallOff blurParam.x\n#define g_BlurDepthThreshold blurParam.y\n#define g_BlurSimpleRadius blurParam.z\nuniform sampler2D AOTexNearest;\n#define AOTexBilinear AOTexNearest\n#define GetLinearDepthBilinear GetLinearDepth\n#define g_AOSaturation blurParam.w\nin vec2 v_uv;\nlayout(location = 0) out vec4 fragColor;\nvoid main () {\n float ao = CalculateAO(v_uv);\n fragColor = vec4(ao, ao, ao, 1.0);\n}"
- },
- "glsl1": {
- "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}",
- "frag": "\nprecision highp float;\nprecision highp float;\nuniform mediump vec4 cc_screenSize;\nuniform highp mat4 cc_matProj;\n uniform highp mat4 cc_matViewProjInv;\n uniform highp vec4 cc_cameraPos;\n uniform mediump vec4 cc_fogBase;\n uniform mediump vec4 cc_fogAdd;\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#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}\nvec4 GetWorldPosFromNDCPosRH(vec3 posHS, mat4 matProj, mat4 matViewProjInv)\n{\n float w = -GetCameraDepthRH(posHS.z, matProj);\n return matViewProjInv * vec4(posHS * w, w);\n}\n float round(float value) {\n float f = fract(value);\n return value - f + (f < 0.5 ? 0.0 : 1.0);\n }\n vec2 round(vec2 value) { return vec2(round(value.x), round(value.y)); }\n vec3 round(vec3 value) { return vec3(round(value.x), round(value.y), round(value.z)); }\n vec4 round(vec4 value) { return vec4(round(value.x), round(value.y), round(value.z), round(value.w)); }\nfloat rsqrt(float value) { return 1.0 / sqrt(value); }\nvec2 rsqrt(vec2 value) { return vec2(1.0) / sqrt(value); }\nvec3 rsqrt(vec3 value) { return vec3(1.0) / sqrt(value); }\nvec4 rsqrt(vec4 value) { return vec4(1.0) / sqrt(value); }\nfloat rand(vec2 seeds_zero_to_one) {\n return fract(sin(dot(seeds_zero_to_one.xy, vec2(12.9898, 78.233))) * 43758.5453);\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 uniform vec4 uvDepthToEyePosParams;\n uniform vec4 radiusParam;\n uniform vec4 miscParam;\n uniform vec4 randomTexSize;\n uniform vec4 blurParam;\n#define NUM_STEPS 8.0\n#define NUM_STEPS_LOOP NUM_STEPS*2.0\n#define INV_NUM_DIRECTIONS 0.125\n#define NUM_DIRECTIONS 8\n#define CONSTANT_2PI 6.2831852\n#define g_AOResolution cc_screenSize.xy\n#define g_InvAOResolution cc_screenSize.zw\n#define g_UVToViewA uvDepthToEyePosParams.xy\n#define g_UVToViewB uvDepthToEyePosParams.zw\n#define g_R radiusParam.x\n#define g_R2 radiusParam.y\n#define g_NegInvR2 radiusParam.z\n#define g_MaxRadiusPixels radiusParam.w\n#define g_FocalLen miscParam.xy\n#define g_TanAngleBias miscParam.z\n#define g_Strength miscParam.w\nuniform sampler2D DepthTex;\nuniform sampler2D RandomTex;\nvec2 fixUV(vec2 uv)\n{\n return saturate(uv);\n}\nfloat InvLength(vec2 v)\n{\n\treturn rsqrt(dot(v,v));\n}\nfloat Tangent(vec3 P, vec3 S)\n{\n\treturn (P.z - S.z) * InvLength(S.xy - P.xy);\n}\nvec3 UVToEye(vec2 uv, float eye_z)\n{\n uv = g_UVToViewA * uv + g_UVToViewB;\n return vec3(uv * eye_z, eye_z);\n}\nfloat GetLinearDepth(vec2 uv) {\n float depthHS = 0.0;\n #if defined(CC_USE_WGPU)\n depthHS = texture2DLod(DepthTex, fixUV(uv), 0.0).r * 2.0 - 1.0;\n #else\n depthHS = texture2D(DepthTex, fixUV(uv)).r * 2.0 - 1.0;\n #endif\n return -GetCameraDepthRH(depthHS, cc_matProj);\n}\nvec3 FetchEyePos(vec2 uv)\n{\n float depth = GetLinearDepth(uv);\n return UVToEye(uv, depth);\n}\nfloat Length2(vec3 v)\n{\n \treturn dot(v, v);\n}\nvec3 MinDiff(vec3 P, vec3 Pr, vec3 Pl)\n{\n \tvec3 V1 = Pr - P;\n \tvec3 V2 = P - Pl;\n \treturn (Length2(V1) < Length2(V2)) ? V1 : V2;\n}\nfloat Falloff(float d2)\n{\n return d2 * g_NegInvR2 + 1.0;\n}\nvec2 SnapUVOffset(vec2 uv)\n{\n return round(uv * g_AOResolution) * g_InvAOResolution;\n}\nfloat TanToSin(float x)\n{\n \treturn x * rsqrt(x*x + 1.0);\n}\nvec3 TangentVector(vec2 deltaUV, vec3 dPdu, vec3 dPdv)\n{\n \treturn deltaUV.x * dPdu + deltaUV.y * dPdv;\n}\nfloat Tangent(vec3 T)\n{\n \treturn -T.z * InvLength(T.xy);\n}\nfloat BiasedTangent(vec3 T)\n{\n return Tangent(T) + g_TanAngleBias;\n}\nvec2 RotateDirections(vec2 Dir, vec2 CosSin)\n{\n \treturn vec2(Dir.x*CosSin.x - Dir.y*CosSin.y,\n \t\tDir.x*CosSin.y + Dir.y*CosSin.x);\n}\nfloat IntegerateOcclusion(vec2 uv0,\n vec2 snapped_duv,\n vec3 P,\n vec3 dPdu,\n vec3 dPdv,\n inout float tanH)\n{\n float ao = 0.0;\n vec3 T1 = TangentVector(snapped_duv, dPdu, dPdv);\n float tanT = BiasedTangent(T1);\n float sinT = TanToSin(tanT);\n vec3 S = FetchEyePos(uv0 + snapped_duv);\n float tanS = Tangent(P, S);\n float sinS = TanToSin(tanS);\n float d2 = Length2(S - P);\n if ((d2 < g_R2) && (tanS > tanT))\n {\n ao = Falloff(d2) * (sinS - sinT);\n tanH = max(tanH, tanS);\n }\n return ao;\n}\nfloat HorizonOcclusion(vec2 deltaUV,\n vec2 texelDeltaUV,\n vec2 uv0,\n vec3 P,\n float numSteps,\n float randstep,\n vec3 dPdu,\n vec3 dPdv)\n{\n float ao = 0.0;\n vec2 uv = uv0 + SnapUVOffset( randstep * deltaUV );\n deltaUV = SnapUVOffset( deltaUV );\n vec3 T = deltaUV.x * dPdu + deltaUV.y * dPdv;\n float tanH = BiasedTangent(T);\n#if SAMPLE_FIRST_STEP\n vec2 snapped_duv = SnapUVOffset( randstep * deltaUV + texelDeltaUV );\n ao = IntegerateOcclusion(uv0, snapped_duv, P, dPdu, dPdv, tanH);\n --numSteps;\n#endif\n float sinH = tanH / sqrt(1.0 + tanH*tanH);\n for (float j = 1.0; j <= NUM_STEPS_LOOP; j += 1.0)\n {\n if (j <= numSteps)\n {\n uv += deltaUV;\n vec3 S = FetchEyePos(uv);\n float tanS = Tangent(P, S);\n float d2 = Length2(S - P);\n if ((d2 < g_R2) && (tanS > tanH))\n {\n float sinS = tanS / sqrt(1.0 + tanS*tanS);\n ao += Falloff(d2) * (sinS - sinH);\n tanH = tanS;\n sinH = sinS;\n }\n }\n }\n return ao;\n}\nvoid ComputeSteps(inout vec2 step_size_uv, inout float numSteps, float ray_radius_pix, float rand)\n{\n numSteps = min(NUM_STEPS, ray_radius_pix);\n float step_size_pix = ray_radius_pix / (numSteps + 1.0);\n float maxNumSteps = g_MaxRadiusPixels / step_size_pix;\n if (maxNumSteps < numSteps)\n {\n numSteps = floor(maxNumSteps + rand);\n numSteps = max(numSteps, 1.0);\n step_size_pix = g_MaxRadiusPixels / numSteps;\n }\n step_size_uv = step_size_pix * g_InvAOResolution;\n}\nfloat CalculateAO(vec2 uv)\n{\n vec3 P = FetchEyePos(uv);\n vec3 rand = texture2D(RandomTex, uv * g_AOResolution.xy * randomTexSize.zw).xyz;\n vec2 ray_radius_uv = 0.5 * g_R * g_FocalLen / P.z;\n float ray_radius_pix = ray_radius_uv.x * g_AOResolution.x;\n if (ray_radius_pix < 1.0)\n {\n return 1.0;\n }\n float numSteps;\n vec2 step_size;\n ComputeSteps(step_size, numSteps, ray_radius_pix, rand.z);\n vec3 Pr = FetchEyePos(uv + vec2(g_InvAOResolution.x, 0.0));\n vec3 Pl = FetchEyePos(uv + vec2(-g_InvAOResolution.x, 0.0));\n vec3 Pt = FetchEyePos(uv + vec2(0.0, g_InvAOResolution.y));\n vec3 Pb = FetchEyePos(uv + vec2(0.0, -g_InvAOResolution.y));\n vec3 dPdu = MinDiff(P, Pr, Pl);\n vec3 dPdv = MinDiff(P, Pt, Pb) * (g_AOResolution.y * g_InvAOResolution.x);\n float ao = 0.0;\n float alpha = CONSTANT_2PI * INV_NUM_DIRECTIONS;\n for (int d = 0; d < NUM_DIRECTIONS; ++d)\n {\n float angle = alpha * float(d);\n vec2 dir = RotateDirections(vec2(cos(angle), sin(angle)), rand.xy);\n vec2 deltaUV = dir * step_size.xy;\n vec2 texelDeltaUV = dir * g_InvAOResolution;\n ao += HorizonOcclusion(deltaUV, texelDeltaUV, uv, P, numSteps, rand.z, dPdu, dPdv);\n }\n ao = 1.0 - ao * INV_NUM_DIRECTIONS * g_Strength;\n #if CC_USE_FOG != 4 && !CC_USE_FLOAT_OUTPUT\n float fogFactor = 1.0;\n float depth = 0.0;\n #if defined(CC_USE_WGPU)\n depth = texture2DLod(DepthTex, uv, 0.0).r;\n #else\n depth = texture2D(DepthTex, uv).r;\n #endif\n vec3 posHS = vec3(uv, depth) * 2.0 - vec3(1.0);\n posHS.xy = cc_cameraPos.w == 0.0 ? vec2(posHS.xy.x, -posHS.xy.y) : posHS.xy;\n vec4 worldPos = GetWorldPosFromNDCPosRH(posHS, cc_matProj, cc_matViewProjInv);\n CC_TRANSFER_FOG_BASE(vec4(worldPos.xyz, 1.0), fogFactor);\n ao = mix(1.0, ao, pow(fogFactor * 0.9, 4.0));\n #endif\n return ao;\n}\n#define KERNEL_FALLOFF 3.0f\n#define KERNEL_RADIUS 8\n#define HALF_KERNEL_RADIUS 4\n#define g_InvFullResolution cc_screenSize.zw\n#define g_BlurFallOff blurParam.x\n#define g_BlurDepthThreshold blurParam.y\n#define g_BlurSimpleRadius blurParam.z\nuniform sampler2D AOTexNearest;\n#define AOTexBilinear AOTexNearest\n#define GetLinearDepthBilinear GetLinearDepth\n#define g_AOSaturation blurParam.w\nvarying vec2 v_uv;\nvoid main () {\n float ao = CalculateAO(v_uv);\n gl_FragColor = vec4(ao, ao, ao, 1.0);\n}"
- },
- "builtins": {
- "globals": {
- "blocks": [
- {
- "name": "CCGlobal",
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- }
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- "samplerTextures": [],
- "buffers": [],
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- },
- "locals": {
- "blocks": [],
- "samplerTextures": [],
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- "images": []
- },
- "statistics": {
- "CC_EFFECT_USED_VERTEX_UNIFORM_VECTORS": 42,
- "CC_EFFECT_USED_FRAGMENT_UNIFORM_VECTORS": 47
- }
- },
- "defines": [
- {
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- "type": "boolean",
- "defines": [],
- "editor": {
- "elevated": true
- }
- },
- {
- "name": "CC_USE_SKINNING",
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- },
- {
- "name": "CC_USE_BAKED_ANIMATION",
- "type": "boolean",
- "defines": [
- "USE_INSTANCING"
- ]
- },
- {
- "name": "CC_USE_LIGHTMAP",
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- "defines": [
- "USE_INSTANCING"
- ]
- },
- {
- "name": "CC_USE_REFLECTION_PROBE",
- "type": "boolean",
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- "USE_INSTANCING"
- ]
- },
- {
- "name": "CC_RECEIVE_SHADOW",
- "type": "boolean",
- "defines": [
- "USE_INSTANCING"
- ]
- },
- {
- "name": "CC_USE_LIGHT_PROBE",
- "type": "boolean",
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- "USE_INSTANCING"
- ]
- },
- {
- "name": "CC_USE_MORPH",
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- },
- {
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- "type": "number",
- "defines": [],
- "range": [
- 0,
- 4
- ]
- },
- {
- "name": "SAMPLE_FIRST_STEP",
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- {
- "name": "CC_USE_FLOAT_OUTPUT",
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- ]
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- ],
- "name": "pipeline/post-process/hbao|hbao-vs|hbao-fs"
- },
- {
- "blocks": [
- {
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- },
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- },
- {
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- },
- {
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- },
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- }
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- }
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- }
- ],
- "samplers": [],
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- "subpassInputs": [],
- "attributes": [
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- {
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- "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}",
- "frag": "\nprecision highp float;\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};\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#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#if CC_USE_FOG != 4\n#endif\nlayout(set = 1, binding = 0) uniform hbaoUBO {\n vec4 uvDepthToEyePosParams;\n vec4 radiusParam;\n vec4 miscParam;\n vec4 randomTexSize;\n vec4 blurParam;\n};\n#define NUM_STEPS 8.0\n#define NUM_STEPS_LOOP NUM_STEPS*2.0\n#define INV_NUM_DIRECTIONS 0.125\n#define NUM_DIRECTIONS 8\n#define CONSTANT_2PI 6.2831852\n#define g_AOResolution cc_screenSize.xy\n#define g_InvAOResolution cc_screenSize.zw\n#define g_UVToViewA uvDepthToEyePosParams.xy\n#define g_UVToViewB uvDepthToEyePosParams.zw\n#define g_R radiusParam.x\n#define g_R2 radiusParam.y\n#define g_NegInvR2 radiusParam.z\n#define g_MaxRadiusPixels radiusParam.w\n#define g_FocalLen miscParam.xy\n#define g_TanAngleBias miscParam.z\n#define g_Strength miscParam.w\nlayout(set = 1, binding = 1) uniform sampler2D DepthTex;\nlayout(set = 1, binding = 2) uniform sampler2D RandomTex;\nvec2 fixUV(vec2 uv)\n{\n return saturate(uv);\n}\nfloat GetLinearDepth(vec2 uv) {\n float depthHS = 0.0;\n #if defined(CC_USE_WGPU)\n depthHS = textureLod(DepthTex, fixUV(uv), 0.0).r * 2.0 - 1.0;\n #else\n depthHS = texture(DepthTex, fixUV(uv)).r * 2.0 - 1.0;\n #endif\n return -GetCameraDepthRH(depthHS, cc_matProj);\n}\n#define KERNEL_FALLOFF 3.0f\n#define KERNEL_RADIUS 8\n#define HALF_KERNEL_RADIUS 4\n#define g_InvFullResolution cc_screenSize.zw\n#define g_BlurFallOff blurParam.x\n#define g_BlurDepthThreshold blurParam.y\n#define g_BlurSimpleRadius blurParam.z\nlayout(set = 1, binding = 3) uniform sampler2D AOTexNearest;\n#define AOTexBilinear AOTexNearest\n#define GetLinearDepthBilinear GetLinearDepth\nfloat CrossBilateralWeight(float r, float d, float d0, float blurFalloff, float blurDepthThreshold)\n{\n return exp2(-r*r*blurFalloff) * (abs(d - d0) < blurDepthThreshold ? 1.0 : 0.0);\n}\nvec2 SumWeightedAO(int i, float centerCameraDepth, vec2 centerUV, vec2 sampleDir, float blurFalloff, float blurDepthThreshold)\n{\n float r = 2.0 * float(i) + 0.5;\n vec2 sampleUV = centerUV + r * sampleDir * g_InvFullResolution;\n float d = GetLinearDepthBilinear(sampleUV);\n float sampledAO = texture(AOTexNearest, fixUV(sampleUV)).x;\n float w = CrossBilateralWeight(r, d, centerCameraDepth, blurFalloff, blurDepthThreshold);\n return vec2(w * sampledAO, w);\n}\nfloat BlurCore(vec2 uv, vec2 sampleDir)\n{\n float ao = texture(AOTexNearest, uv).x;\n float weight = 1.0;\n float centerCameraDepth = GetLinearDepth(uv);\n for(int i = -HALF_KERNEL_RADIUS; i <= HALF_KERNEL_RADIUS; i++)\n {\n vec2 aoAndW = SumWeightedAO(i, centerCameraDepth, uv, sampleDir, g_BlurFallOff, g_BlurDepthThreshold);\n ao += aoAndW.x;\n weight += aoAndW.y;\n }\n return ao / weight;\n}\n#define g_AOSaturation blurParam.w\nlayout(location = 0) in vec2 v_uv;\nlayout(location = 0) out vec4 fragColor;\nvoid main () {\n float ao = BlurCore(v_uv, vec2(1.0, 0.0));\n fragColor = vec4(ao, ao, ao, 1.0);\n}"
- },
- "glsl3": {
- "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}",
- "frag": "\nprecision highp float;\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};\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#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#if CC_USE_FOG != 4\n#endif\nlayout(std140) uniform hbaoUBO {\n vec4 uvDepthToEyePosParams;\n vec4 radiusParam;\n vec4 miscParam;\n vec4 randomTexSize;\n vec4 blurParam;\n};\n#define NUM_STEPS 8.0\n#define NUM_STEPS_LOOP NUM_STEPS*2.0\n#define INV_NUM_DIRECTIONS 0.125\n#define NUM_DIRECTIONS 8\n#define CONSTANT_2PI 6.2831852\n#define g_AOResolution cc_screenSize.xy\n#define g_InvAOResolution cc_screenSize.zw\n#define g_UVToViewA uvDepthToEyePosParams.xy\n#define g_UVToViewB uvDepthToEyePosParams.zw\n#define g_R radiusParam.x\n#define g_R2 radiusParam.y\n#define g_NegInvR2 radiusParam.z\n#define g_MaxRadiusPixels radiusParam.w\n#define g_FocalLen miscParam.xy\n#define g_TanAngleBias miscParam.z\n#define g_Strength miscParam.w\nuniform sampler2D DepthTex;\nuniform sampler2D RandomTex;\nvec2 fixUV(vec2 uv)\n{\n return saturate(uv);\n}\nfloat GetLinearDepth(vec2 uv) {\n float depthHS = 0.0;\n #if defined(CC_USE_WGPU)\n depthHS = textureLod(DepthTex, fixUV(uv), 0.0).r * 2.0 - 1.0;\n #else\n depthHS = texture(DepthTex, fixUV(uv)).r * 2.0 - 1.0;\n #endif\n return -GetCameraDepthRH(depthHS, cc_matProj);\n}\n#define KERNEL_FALLOFF 3.0f\n#define KERNEL_RADIUS 8\n#define HALF_KERNEL_RADIUS 4\n#define g_InvFullResolution cc_screenSize.zw\n#define g_BlurFallOff blurParam.x\n#define g_BlurDepthThreshold blurParam.y\n#define g_BlurSimpleRadius blurParam.z\nuniform sampler2D AOTexNearest;\n#define AOTexBilinear AOTexNearest\n#define GetLinearDepthBilinear GetLinearDepth\nfloat CrossBilateralWeight(float r, float d, float d0, float blurFalloff, float blurDepthThreshold)\n{\n return exp2(-r*r*blurFalloff) * (abs(d - d0) < blurDepthThreshold ? 1.0 : 0.0);\n}\nvec2 SumWeightedAO(int i, float centerCameraDepth, vec2 centerUV, vec2 sampleDir, float blurFalloff, float blurDepthThreshold)\n{\n float r = 2.0 * float(i) + 0.5;\n vec2 sampleUV = centerUV + r * sampleDir * g_InvFullResolution;\n float d = GetLinearDepthBilinear(sampleUV);\n float sampledAO = texture(AOTexNearest, fixUV(sampleUV)).x;\n float w = CrossBilateralWeight(r, d, centerCameraDepth, blurFalloff, blurDepthThreshold);\n return vec2(w * sampledAO, w);\n}\nfloat BlurCore(vec2 uv, vec2 sampleDir)\n{\n float ao = texture(AOTexNearest, uv).x;\n float weight = 1.0;\n float centerCameraDepth = GetLinearDepth(uv);\n for(int i = -HALF_KERNEL_RADIUS; i <= HALF_KERNEL_RADIUS; i++)\n {\n vec2 aoAndW = SumWeightedAO(i, centerCameraDepth, uv, sampleDir, g_BlurFallOff, g_BlurDepthThreshold);\n ao += aoAndW.x;\n weight += aoAndW.y;\n }\n return ao / weight;\n}\n#define g_AOSaturation blurParam.w\nin vec2 v_uv;\nlayout(location = 0) out vec4 fragColor;\nvoid main () {\n float ao = BlurCore(v_uv, vec2(1.0, 0.0));\n fragColor = vec4(ao, ao, ao, 1.0);\n}"
- },
- "glsl1": {
- "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}",
- "frag": "\nprecision highp float;\nprecision highp float;\nuniform mediump vec4 cc_screenSize;\nuniform highp mat4 cc_matProj;\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#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#if CC_USE_FOG != 4\n#endif\n uniform vec4 uvDepthToEyePosParams;\n uniform vec4 radiusParam;\n uniform vec4 miscParam;\n uniform vec4 blurParam;\n#define NUM_STEPS 8.0\n#define NUM_STEPS_LOOP NUM_STEPS*2.0\n#define INV_NUM_DIRECTIONS 0.125\n#define NUM_DIRECTIONS 8\n#define CONSTANT_2PI 6.2831852\n#define g_AOResolution cc_screenSize.xy\n#define g_InvAOResolution cc_screenSize.zw\n#define g_UVToViewA uvDepthToEyePosParams.xy\n#define g_UVToViewB uvDepthToEyePosParams.zw\n#define g_R radiusParam.x\n#define g_R2 radiusParam.y\n#define g_NegInvR2 radiusParam.z\n#define g_MaxRadiusPixels radiusParam.w\n#define g_FocalLen miscParam.xy\n#define g_TanAngleBias miscParam.z\n#define g_Strength miscParam.w\nuniform sampler2D DepthTex;\nuniform sampler2D RandomTex;\nvec2 fixUV(vec2 uv)\n{\n return saturate(uv);\n}\nfloat GetLinearDepth(vec2 uv) {\n float depthHS = 0.0;\n #if defined(CC_USE_WGPU)\n depthHS = texture2DLod(DepthTex, fixUV(uv), 0.0).r * 2.0 - 1.0;\n #else\n depthHS = texture2D(DepthTex, fixUV(uv)).r * 2.0 - 1.0;\n #endif\n return -GetCameraDepthRH(depthHS, cc_matProj);\n}\n#define KERNEL_FALLOFF 3.0f\n#define KERNEL_RADIUS 8\n#define HALF_KERNEL_RADIUS 4\n#define g_InvFullResolution cc_screenSize.zw\n#define g_BlurFallOff blurParam.x\n#define g_BlurDepthThreshold blurParam.y\n#define g_BlurSimpleRadius blurParam.z\nuniform sampler2D AOTexNearest;\n#define AOTexBilinear AOTexNearest\n#define GetLinearDepthBilinear GetLinearDepth\nfloat CrossBilateralWeight(float r, float d, float d0, float blurFalloff, float blurDepthThreshold)\n{\n return exp2(-r*r*blurFalloff) * (abs(d - d0) < blurDepthThreshold ? 1.0 : 0.0);\n}\nvec2 SumWeightedAO(int i, float centerCameraDepth, vec2 centerUV, vec2 sampleDir, float blurFalloff, float blurDepthThreshold)\n{\n float r = 2.0 * float(i) + 0.5;\n vec2 sampleUV = centerUV + r * sampleDir * g_InvFullResolution;\n float d = GetLinearDepthBilinear(sampleUV);\n float sampledAO = texture2D(AOTexNearest, fixUV(sampleUV)).x;\n float w = CrossBilateralWeight(r, d, centerCameraDepth, blurFalloff, blurDepthThreshold);\n return vec2(w * sampledAO, w);\n}\nfloat BlurCore(vec2 uv, vec2 sampleDir)\n{\n float ao = texture2D(AOTexNearest, uv).x;\n float weight = 1.0;\n float centerCameraDepth = GetLinearDepth(uv);\n for(int i = -HALF_KERNEL_RADIUS; i <= HALF_KERNEL_RADIUS; i++)\n {\n vec2 aoAndW = SumWeightedAO(i, centerCameraDepth, uv, sampleDir, g_BlurFallOff, g_BlurDepthThreshold);\n ao += aoAndW.x;\n weight += aoAndW.y;\n }\n return ao / weight;\n}\n#define g_AOSaturation blurParam.w\nvarying vec2 v_uv;\nvoid main () {\n float ao = BlurCore(v_uv, vec2(1.0, 0.0));\n gl_FragColor = vec4(ao, ao, ao, 1.0);\n}"
- },
- "builtins": {
- "globals": {
- "blocks": [
- {
- "name": "CCGlobal",
- "defines": []
- },
- {
- "name": "CCCamera",
- "defines": []
- }
- ],
- "samplerTextures": [],
- "buffers": [],
- "images": []
- },
- "locals": {
- "blocks": [],
- "samplerTextures": [],
- "buffers": [],
- "images": []
- },
- "statistics": {
- "CC_EFFECT_USED_VERTEX_UNIFORM_VECTORS": 42,
- "CC_EFFECT_USED_FRAGMENT_UNIFORM_VECTORS": 47
- }
- },
- "defines": [
- {
- "name": "USE_INSTANCING",
- "type": "boolean",
- "defines": [],
- "editor": {
- "elevated": true
- }
- },
- {
- "name": "CC_USE_SKINNING",
- "type": "boolean",
- "defines": []
- },
- {
- "name": "CC_USE_BAKED_ANIMATION",
- "type": "boolean",
- "defines": [
- "USE_INSTANCING"
- ]
- },
- {
- "name": "CC_USE_LIGHTMAP",
- "type": "boolean",
- "defines": [
- "USE_INSTANCING"
- ]
- },
- {
- "name": "CC_USE_REFLECTION_PROBE",
- "type": "boolean",
- "defines": [
- "USE_INSTANCING"
- ]
- },
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- "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}",
- "frag": "\nprecision highp float;\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};\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#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#if CC_USE_FOG != 4\n#endif\nlayout(set = 1, binding = 0) uniform hbaoUBO {\n vec4 uvDepthToEyePosParams;\n vec4 radiusParam;\n vec4 miscParam;\n vec4 randomTexSize;\n vec4 blurParam;\n};\n#define NUM_STEPS 8.0\n#define NUM_STEPS_LOOP NUM_STEPS*2.0\n#define INV_NUM_DIRECTIONS 0.125\n#define NUM_DIRECTIONS 8\n#define CONSTANT_2PI 6.2831852\n#define g_AOResolution cc_screenSize.xy\n#define g_InvAOResolution cc_screenSize.zw\n#define g_UVToViewA uvDepthToEyePosParams.xy\n#define g_UVToViewB uvDepthToEyePosParams.zw\n#define g_R radiusParam.x\n#define g_R2 radiusParam.y\n#define g_NegInvR2 radiusParam.z\n#define g_MaxRadiusPixels radiusParam.w\n#define g_FocalLen miscParam.xy\n#define g_TanAngleBias miscParam.z\n#define g_Strength miscParam.w\nlayout(set = 1, binding = 1) uniform sampler2D DepthTex;\nlayout(set = 1, binding = 2) uniform sampler2D RandomTex;\nvec2 fixUV(vec2 uv)\n{\n return saturate(uv);\n}\nfloat GetLinearDepth(vec2 uv) {\n float depthHS = 0.0;\n #if defined(CC_USE_WGPU)\n depthHS = textureLod(DepthTex, fixUV(uv), 0.0).r * 2.0 - 1.0;\n #else\n depthHS = texture(DepthTex, fixUV(uv)).r * 2.0 - 1.0;\n #endif\n return -GetCameraDepthRH(depthHS, cc_matProj);\n}\n#define KERNEL_FALLOFF 3.0f\n#define KERNEL_RADIUS 8\n#define HALF_KERNEL_RADIUS 4\n#define g_InvFullResolution cc_screenSize.zw\n#define g_BlurFallOff blurParam.x\n#define g_BlurDepthThreshold blurParam.y\n#define g_BlurSimpleRadius blurParam.z\nlayout(set = 1, binding = 3) uniform sampler2D AOTexNearest;\n#define AOTexBilinear AOTexNearest\n#define GetLinearDepthBilinear GetLinearDepth\nfloat CrossBilateralWeight(float r, float d, float d0, float blurFalloff, float blurDepthThreshold)\n{\n return exp2(-r*r*blurFalloff) * (abs(d - d0) < blurDepthThreshold ? 1.0 : 0.0);\n}\nvec2 SumWeightedAO(int i, float centerCameraDepth, vec2 centerUV, vec2 sampleDir, float blurFalloff, float blurDepthThreshold)\n{\n float r = 2.0 * float(i) + 0.5;\n vec2 sampleUV = centerUV + r * sampleDir * g_InvFullResolution;\n float d = GetLinearDepthBilinear(sampleUV);\n float sampledAO = texture(AOTexNearest, fixUV(sampleUV)).x;\n float w = CrossBilateralWeight(r, d, centerCameraDepth, blurFalloff, blurDepthThreshold);\n return vec2(w * sampledAO, w);\n}\nfloat BlurCore(vec2 uv, vec2 sampleDir)\n{\n float ao = texture(AOTexNearest, uv).x;\n float weight = 1.0;\n float centerCameraDepth = GetLinearDepth(uv);\n for(int i = -HALF_KERNEL_RADIUS; i <= HALF_KERNEL_RADIUS; i++)\n {\n vec2 aoAndW = SumWeightedAO(i, centerCameraDepth, uv, sampleDir, g_BlurFallOff, g_BlurDepthThreshold);\n ao += aoAndW.x;\n weight += aoAndW.y;\n }\n return ao / weight;\n}\n#define g_AOSaturation blurParam.w\nlayout(location = 0) in vec2 v_uv;\nlayout(location = 0) out vec4 fragColor;\nvoid main () {\n float ao = BlurCore(v_uv, vec2(0.0, 1.0));\n fragColor = vec4(ao, ao, ao, 1.0);\n}"
- },
- "glsl3": {
- "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}",
- "frag": "\nprecision highp float;\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};\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#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#if CC_USE_FOG != 4\n#endif\nlayout(std140) uniform hbaoUBO {\n vec4 uvDepthToEyePosParams;\n vec4 radiusParam;\n vec4 miscParam;\n vec4 randomTexSize;\n vec4 blurParam;\n};\n#define NUM_STEPS 8.0\n#define NUM_STEPS_LOOP NUM_STEPS*2.0\n#define INV_NUM_DIRECTIONS 0.125\n#define NUM_DIRECTIONS 8\n#define CONSTANT_2PI 6.2831852\n#define g_AOResolution cc_screenSize.xy\n#define g_InvAOResolution cc_screenSize.zw\n#define g_UVToViewA uvDepthToEyePosParams.xy\n#define g_UVToViewB uvDepthToEyePosParams.zw\n#define g_R radiusParam.x\n#define g_R2 radiusParam.y\n#define g_NegInvR2 radiusParam.z\n#define g_MaxRadiusPixels radiusParam.w\n#define g_FocalLen miscParam.xy\n#define g_TanAngleBias miscParam.z\n#define g_Strength miscParam.w\nuniform sampler2D DepthTex;\nuniform sampler2D RandomTex;\nvec2 fixUV(vec2 uv)\n{\n return saturate(uv);\n}\nfloat GetLinearDepth(vec2 uv) {\n float depthHS = 0.0;\n #if defined(CC_USE_WGPU)\n depthHS = textureLod(DepthTex, fixUV(uv), 0.0).r * 2.0 - 1.0;\n #else\n depthHS = texture(DepthTex, fixUV(uv)).r * 2.0 - 1.0;\n #endif\n return -GetCameraDepthRH(depthHS, cc_matProj);\n}\n#define KERNEL_FALLOFF 3.0f\n#define KERNEL_RADIUS 8\n#define HALF_KERNEL_RADIUS 4\n#define g_InvFullResolution cc_screenSize.zw\n#define g_BlurFallOff blurParam.x\n#define g_BlurDepthThreshold blurParam.y\n#define g_BlurSimpleRadius blurParam.z\nuniform sampler2D AOTexNearest;\n#define AOTexBilinear AOTexNearest\n#define GetLinearDepthBilinear GetLinearDepth\nfloat CrossBilateralWeight(float r, float d, float d0, float blurFalloff, float blurDepthThreshold)\n{\n return exp2(-r*r*blurFalloff) * (abs(d - d0) < blurDepthThreshold ? 1.0 : 0.0);\n}\nvec2 SumWeightedAO(int i, float centerCameraDepth, vec2 centerUV, vec2 sampleDir, float blurFalloff, float blurDepthThreshold)\n{\n float r = 2.0 * float(i) + 0.5;\n vec2 sampleUV = centerUV + r * sampleDir * g_InvFullResolution;\n float d = GetLinearDepthBilinear(sampleUV);\n float sampledAO = texture(AOTexNearest, fixUV(sampleUV)).x;\n float w = CrossBilateralWeight(r, d, centerCameraDepth, blurFalloff, blurDepthThreshold);\n return vec2(w * sampledAO, w);\n}\nfloat BlurCore(vec2 uv, vec2 sampleDir)\n{\n float ao = texture(AOTexNearest, uv).x;\n float weight = 1.0;\n float centerCameraDepth = GetLinearDepth(uv);\n for(int i = -HALF_KERNEL_RADIUS; i <= HALF_KERNEL_RADIUS; i++)\n {\n vec2 aoAndW = SumWeightedAO(i, centerCameraDepth, uv, sampleDir, g_BlurFallOff, g_BlurDepthThreshold);\n ao += aoAndW.x;\n weight += aoAndW.y;\n }\n return ao / weight;\n}\n#define g_AOSaturation blurParam.w\nin vec2 v_uv;\nlayout(location = 0) out vec4 fragColor;\nvoid main () {\n float ao = BlurCore(v_uv, vec2(0.0, 1.0));\n fragColor = vec4(ao, ao, ao, 1.0);\n}"
- },
- "glsl1": {
- "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}",
- "frag": "\nprecision highp float;\nprecision highp float;\nuniform mediump vec4 cc_screenSize;\nuniform highp mat4 cc_matProj;\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#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#if CC_USE_FOG != 4\n#endif\n uniform vec4 uvDepthToEyePosParams;\n uniform vec4 radiusParam;\n uniform vec4 miscParam;\n uniform vec4 blurParam;\n#define NUM_STEPS 8.0\n#define NUM_STEPS_LOOP NUM_STEPS*2.0\n#define INV_NUM_DIRECTIONS 0.125\n#define NUM_DIRECTIONS 8\n#define CONSTANT_2PI 6.2831852\n#define g_AOResolution cc_screenSize.xy\n#define g_InvAOResolution cc_screenSize.zw\n#define g_UVToViewA uvDepthToEyePosParams.xy\n#define g_UVToViewB uvDepthToEyePosParams.zw\n#define g_R radiusParam.x\n#define g_R2 radiusParam.y\n#define g_NegInvR2 radiusParam.z\n#define g_MaxRadiusPixels radiusParam.w\n#define g_FocalLen miscParam.xy\n#define g_TanAngleBias miscParam.z\n#define g_Strength miscParam.w\nuniform sampler2D DepthTex;\nuniform sampler2D RandomTex;\nvec2 fixUV(vec2 uv)\n{\n return saturate(uv);\n}\nfloat GetLinearDepth(vec2 uv) {\n float depthHS = 0.0;\n #if defined(CC_USE_WGPU)\n depthHS = texture2DLod(DepthTex, fixUV(uv), 0.0).r * 2.0 - 1.0;\n #else\n depthHS = texture2D(DepthTex, fixUV(uv)).r * 2.0 - 1.0;\n #endif\n return -GetCameraDepthRH(depthHS, cc_matProj);\n}\n#define KERNEL_FALLOFF 3.0f\n#define KERNEL_RADIUS 8\n#define HALF_KERNEL_RADIUS 4\n#define g_InvFullResolution cc_screenSize.zw\n#define g_BlurFallOff blurParam.x\n#define g_BlurDepthThreshold blurParam.y\n#define g_BlurSimpleRadius blurParam.z\nuniform sampler2D AOTexNearest;\n#define AOTexBilinear AOTexNearest\n#define GetLinearDepthBilinear GetLinearDepth\nfloat CrossBilateralWeight(float r, float d, float d0, float blurFalloff, float blurDepthThreshold)\n{\n return exp2(-r*r*blurFalloff) * (abs(d - d0) < blurDepthThreshold ? 1.0 : 0.0);\n}\nvec2 SumWeightedAO(int i, float centerCameraDepth, vec2 centerUV, vec2 sampleDir, float blurFalloff, float blurDepthThreshold)\n{\n float r = 2.0 * float(i) + 0.5;\n vec2 sampleUV = centerUV + r * sampleDir * g_InvFullResolution;\n float d = GetLinearDepthBilinear(sampleUV);\n float sampledAO = texture2D(AOTexNearest, fixUV(sampleUV)).x;\n float w = CrossBilateralWeight(r, d, centerCameraDepth, blurFalloff, blurDepthThreshold);\n return vec2(w * sampledAO, w);\n}\nfloat BlurCore(vec2 uv, vec2 sampleDir)\n{\n float ao = texture2D(AOTexNearest, uv).x;\n float weight = 1.0;\n float centerCameraDepth = GetLinearDepth(uv);\n for(int i = -HALF_KERNEL_RADIUS; i <= HALF_KERNEL_RADIUS; i++)\n {\n vec2 aoAndW = SumWeightedAO(i, centerCameraDepth, uv, sampleDir, g_BlurFallOff, g_BlurDepthThreshold);\n ao += aoAndW.x;\n weight += aoAndW.y;\n }\n return ao / weight;\n}\n#define g_AOSaturation blurParam.w\nvarying vec2 v_uv;\nvoid main () {\n float ao = BlurCore(v_uv, vec2(0.0, 1.0));\n gl_FragColor = vec4(ao, ao, ao, 1.0);\n}"
- },
- "builtins": {
- "globals": {
- "blocks": [
- {
- "name": "CCGlobal",
- "defines": []
- },
- {
- "name": "CCCamera",
- "defines": []
- }
- ],
- "samplerTextures": [],
- "buffers": [],
- "images": []
- },
- "locals": {
- "blocks": [],
- "samplerTextures": [],
- "buffers": [],
- "images": []
- },
- "statistics": {
- "CC_EFFECT_USED_VERTEX_UNIFORM_VECTORS": 42,
- "CC_EFFECT_USED_FRAGMENT_UNIFORM_VECTORS": 47
- }
- },
- "defines": [
- {
- "name": "USE_INSTANCING",
- "type": "boolean",
- "defines": [],
- "editor": {
- "elevated": true
- }
- },
- {
- "name": "CC_USE_SKINNING",
- "type": "boolean",
- "defines": []
- },
- {
- "name": "CC_USE_BAKED_ANIMATION",
- "type": "boolean",
- "defines": [
- "USE_INSTANCING"
- ]
- },
- {
- "name": "CC_USE_LIGHTMAP",
- "type": "boolean",
- "defines": [
- "USE_INSTANCING"
- ]
- },
- {
- "name": "CC_USE_REFLECTION_PROBE",
- "type": "boolean",
- "defines": [
- "USE_INSTANCING"
- ]
- },
- {
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- "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}",
- "frag": "\nprecision highp float;\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};\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\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\n#if CC_USE_FOG != 4\n#endif\nlayout(set = 1, binding = 0) uniform hbaoUBO {\n vec4 uvDepthToEyePosParams;\n vec4 radiusParam;\n vec4 miscParam;\n vec4 randomTexSize;\n vec4 blurParam;\n};\n#define NUM_STEPS 8.0\n#define NUM_STEPS_LOOP NUM_STEPS*2.0\n#define INV_NUM_DIRECTIONS 0.125\n#define NUM_DIRECTIONS 8\n#define CONSTANT_2PI 6.2831852\n#define g_AOResolution cc_screenSize.xy\n#define g_InvAOResolution cc_screenSize.zw\n#define g_UVToViewA uvDepthToEyePosParams.xy\n#define g_UVToViewB uvDepthToEyePosParams.zw\n#define g_R radiusParam.x\n#define g_R2 radiusParam.y\n#define g_NegInvR2 radiusParam.z\n#define g_MaxRadiusPixels radiusParam.w\n#define g_FocalLen miscParam.xy\n#define g_TanAngleBias miscParam.z\n#define g_Strength miscParam.w\nlayout(set = 1, binding = 1) uniform sampler2D DepthTex;\nlayout(set = 1, binding = 2) uniform sampler2D RandomTex;\n#define KERNEL_FALLOFF 3.0f\n#define KERNEL_RADIUS 8\n#define HALF_KERNEL_RADIUS 4\n#define g_InvFullResolution cc_screenSize.zw\n#define g_BlurFallOff blurParam.x\n#define g_BlurDepthThreshold blurParam.y\n#define g_BlurSimpleRadius blurParam.z\nlayout(set = 1, binding = 3) uniform sampler2D AOTexNearest;\n#define AOTexBilinear AOTexNearest\n#define GetLinearDepthBilinear GetLinearDepth\n#define g_AOSaturation blurParam.w\nfloat Combine(vec2 uv)\n{\n float ao = texture(AOTexNearest, uv).x;\n return g_AOSaturation > 1.0 ? pow(ao, g_AOSaturation) : mix(1.0, ao, g_AOSaturation);\n}\nlayout(location = 0) in vec2 v_uv;\nlayout(location = 0) out vec4 fragColor;\nvoid main () {\n float ao = Combine(v_uv);\n fragColor = vec4(1.0, 1.0, 1.0, ao);\n}"
- },
- "glsl3": {
- "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}",
- "frag": "\nprecision highp float;\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};\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\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\n#if CC_USE_FOG != 4\n#endif\nlayout(std140) uniform hbaoUBO {\n vec4 uvDepthToEyePosParams;\n vec4 radiusParam;\n vec4 miscParam;\n vec4 randomTexSize;\n vec4 blurParam;\n};\n#define NUM_STEPS 8.0\n#define NUM_STEPS_LOOP NUM_STEPS*2.0\n#define INV_NUM_DIRECTIONS 0.125\n#define NUM_DIRECTIONS 8\n#define CONSTANT_2PI 6.2831852\n#define g_AOResolution cc_screenSize.xy\n#define g_InvAOResolution cc_screenSize.zw\n#define g_UVToViewA uvDepthToEyePosParams.xy\n#define g_UVToViewB uvDepthToEyePosParams.zw\n#define g_R radiusParam.x\n#define g_R2 radiusParam.y\n#define g_NegInvR2 radiusParam.z\n#define g_MaxRadiusPixels radiusParam.w\n#define g_FocalLen miscParam.xy\n#define g_TanAngleBias miscParam.z\n#define g_Strength miscParam.w\nuniform sampler2D DepthTex;\nuniform sampler2D RandomTex;\n#define KERNEL_FALLOFF 3.0f\n#define KERNEL_RADIUS 8\n#define HALF_KERNEL_RADIUS 4\n#define g_InvFullResolution cc_screenSize.zw\n#define g_BlurFallOff blurParam.x\n#define g_BlurDepthThreshold blurParam.y\n#define g_BlurSimpleRadius blurParam.z\nuniform sampler2D AOTexNearest;\n#define AOTexBilinear AOTexNearest\n#define GetLinearDepthBilinear GetLinearDepth\n#define g_AOSaturation blurParam.w\nfloat Combine(vec2 uv)\n{\n float ao = texture(AOTexNearest, uv).x;\n return g_AOSaturation > 1.0 ? pow(ao, g_AOSaturation) : mix(1.0, ao, g_AOSaturation);\n}\nin vec2 v_uv;\nlayout(location = 0) out vec4 fragColor;\nvoid main () {\n float ao = Combine(v_uv);\n fragColor = vec4(1.0, 1.0, 1.0, ao);\n}"
- },
- "glsl1": {
- "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}",
- "frag": "\nprecision highp float;\nprecision highp float;\nuniform mediump vec4 cc_screenSize;\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\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\n#if CC_USE_FOG != 4\n#endif\n uniform vec4 uvDepthToEyePosParams;\n uniform vec4 radiusParam;\n uniform vec4 miscParam;\n uniform vec4 blurParam;\n#define NUM_STEPS 8.0\n#define NUM_STEPS_LOOP NUM_STEPS*2.0\n#define INV_NUM_DIRECTIONS 0.125\n#define NUM_DIRECTIONS 8\n#define CONSTANT_2PI 6.2831852\n#define g_AOResolution cc_screenSize.xy\n#define g_InvAOResolution cc_screenSize.zw\n#define g_UVToViewA uvDepthToEyePosParams.xy\n#define g_UVToViewB uvDepthToEyePosParams.zw\n#define g_R radiusParam.x\n#define g_R2 radiusParam.y\n#define g_NegInvR2 radiusParam.z\n#define g_MaxRadiusPixels radiusParam.w\n#define g_FocalLen miscParam.xy\n#define g_TanAngleBias miscParam.z\n#define g_Strength miscParam.w\nuniform sampler2D DepthTex;\nuniform sampler2D RandomTex;\n#define KERNEL_FALLOFF 3.0f\n#define KERNEL_RADIUS 8\n#define HALF_KERNEL_RADIUS 4\n#define g_InvFullResolution cc_screenSize.zw\n#define g_BlurFallOff blurParam.x\n#define g_BlurDepthThreshold blurParam.y\n#define g_BlurSimpleRadius blurParam.z\nuniform sampler2D AOTexNearest;\n#define AOTexBilinear AOTexNearest\n#define GetLinearDepthBilinear GetLinearDepth\n#define g_AOSaturation blurParam.w\nfloat Combine(vec2 uv)\n{\n float ao = texture2D(AOTexNearest, uv).x;\n return g_AOSaturation > 1.0 ? pow(ao, g_AOSaturation) : mix(1.0, ao, g_AOSaturation);\n}\nvarying vec2 v_uv;\nvoid main () {\n float ao = Combine(v_uv);\n gl_FragColor = vec4(1.0, 1.0, 1.0, ao);\n}"
- },
- "builtins": {
- "globals": {
- "blocks": [
- {
- "name": "CCGlobal",
- "defines": []
- },
- {
- "name": "CCCamera",
- "defines": []
- }
- ],
- "samplerTextures": [],
- "buffers": [],
- "images": []
- },
- "locals": {
- "blocks": [],
- "samplerTextures": [],
- "buffers": [],
- "images": []
- },
- "statistics": {
- "CC_EFFECT_USED_VERTEX_UNIFORM_VECTORS": 42,
- "CC_EFFECT_USED_FRAGMENT_UNIFORM_VECTORS": 47
- }
- },
- "defines": [
- {
- "name": "USE_INSTANCING",
- "type": "boolean",
- "defines": [],
- "editor": {
- "elevated": true
- }
- },
- {
- "name": "CC_USE_SKINNING",
- "type": "boolean",
- "defines": []
- },
- {
- "name": "CC_USE_BAKED_ANIMATION",
- "type": "boolean",
- "defines": [
- "USE_INSTANCING"
- ]
- },
- {
- "name": "CC_USE_LIGHTMAP",
- "type": "boolean",
- "defines": [
- "USE_INSTANCING"
- ]
- },
- {
- "name": "CC_USE_REFLECTION_PROBE",
- "type": "boolean",
- "defines": [
- "USE_INSTANCING"
- ]
- },
- {
- "name": "CC_RECEIVE_SHADOW",
- "type": "boolean",
- "defines": [
- "USE_INSTANCING"
- ]
- },
- {
- "name": "CC_USE_LIGHT_PROBE",
- "type": "boolean",
- "defines": [
- "USE_INSTANCING"
- ]
- },
- {
- "name": "CC_USE_MORPH",
- "type": "boolean",
- "defines": []
- },
- {
- "name": "CC_USE_FOG",
- "type": "number",
- "defines": [],
- "range": [
- 0,
- 4
- ]
- }
- ],
- "name": "pipeline/post-process/hbao|hbao-vs|combine-fs"
- }
- ],
- "combinations": [],
- "hideInEditor": false
- }
|