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        "frag": "\nprecision mediump float;\nlayout(location = 0) in vec2 v_uv;\nlayout(set = 1, binding = 1) uniform Factor {\n  float u_percent;\n};\nlayout(set = 1, binding = 2) uniform sampler2D mainTexture;\nvec4 frag () {\n  vec4 color = texture(mainTexture, v_uv);\n  float percent = clamp(u_percent, 0.0, 1.0);\n  color.xyz *= percent;\n  return color;\n}\nlayout(location = 0) out vec4 cc_FragColor;\nvoid main() { cc_FragColor = frag(); }"
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        "frag": "\nprecision mediump float;\nin vec2 v_uv;\nlayout(std140) uniform Factor {\n  float u_percent;\n};\nuniform sampler2D mainTexture;\nvec4 frag () {\n  vec4 color = texture(mainTexture, v_uv);\n  float percent = clamp(u_percent, 0.0, 1.0);\n  color.xyz *= percent;\n  return color;\n}\nlayout(location = 0) out vec4 cc_FragColor;\nvoid main() { cc_FragColor = frag(); }"
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        "frag": "\nprecision mediump float;\nvarying vec2 v_uv;\n  uniform float u_percent;\nuniform sampler2D mainTexture;\nvec4 frag () {\n  vec4 color = texture2D(mainTexture, v_uv);\n  float percent = clamp(u_percent, 0.0, 1.0);\n  color.xyz *= percent;\n  return color;\n}\nvoid main() { gl_FragColor = frag(); }"
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          "CC_EFFECT_USED_FRAGMENT_UNIFORM_VECTORS": 1
        }
      },
      "defines": [],
      "name": "util/splash-screen|splash-screen-vs:vert|splash-screen-fs:frag"
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  "hideInEditor": false
}