{
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  "_name": "pipeline/post-process",
  "_objFlags": 0,
  "_native": "",
  "techniques": [
    {
      "passes": [
        {
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          "rasterizerState": {
            "cullMode": 0
          },
          "blendState": {
            "targets": [
              {
                "blend": true,
                "blendSrc": 2,
                "blendDst": 4,
                "blendSrcAlpha": 2,
                "blendDstAlpha": 4
              }
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          },
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            "depthWrite": false
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      "subpassInputs": [],
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        },
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        },
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        },
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        },
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          "location": 10
        },
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          "name": "a_localShadowBias",
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        },
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        },
        {
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          "defines": [
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      "varyings": [
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      "fragColors": [
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          "stageFlags": 16,
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      "descriptors": [
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          "blocks": [],
          "samplerTextures": [],
          "samplers": [],
          "textures": [],
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          "images": [],
          "subpassInputs": []
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        {
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          "blocks": [
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              "tags": {
                "builtin": "global"
              },
              "name": "CCGlobal",
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                  "typename": "vec4",
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                  "count": 1,
                  "precision": "highp "
                },
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                  "name": "cc_screenSize",
                  "typename": "vec4",
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                },
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                  "name": "cc_nativeSize",
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                  "name": "cc_debug_view_mode",
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                {
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                  "precision": "mediump "
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                {
                  "name": "cc_debug_view_composite_pack_3",
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                  "precision": "mediump "
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              ],
              "defines": [],
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            {
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                "builtin": "global"
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                  "typename": "vec4",
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                  "name": "cc_exposure",
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                  "type": 16,
                  "count": 1,
                  "precision": "mediump "
                },
                {
                  "name": "cc_nearFar",
                  "typename": "vec4",
                  "type": 16,
                  "count": 1,
                  "precision": "mediump "
                },
                {
                  "name": "cc_viewPort",
                  "typename": "vec4",
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                  "count": 1,
                  "precision": "mediump "
                }
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              "stageFlags": 17
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              "stageFlags": 16,
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      "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         2.71828183f\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 LIGHT_TYPE_DIRECTIONAL 0.0\n#define LIGHT_TYPE_SPHERE 1.0\n#define LIGHT_TYPE_SPOT 2.0\n#define IS_DIRECTIONAL_LIGHT(light_type) (abs(float(light_type) - float(LIGHT_TYPE_DIRECTIONAL)) < EPSILON)\n#define IS_SPHERE_LIGHT(light_type) (abs(float(light_type) - float(LIGHT_TYPE_SPHERE)) < EPSILON)\n#define IS_SPOT_LIGHT(light_type) (abs(float(light_type) - float(LIGHT_TYPE_SPOT)) < EPSILON)\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_RECEIVE_SHADOW\n    layout(location = 11) in vec2 a_localShadowBias;\n  #endif\n  #if CC_USE_LIGHT_PROBE\n    layout(location = 12) in vec4 a_sh_linear_const_r;\n    layout(location = 13) in vec4 a_sh_linear_const_g;\n    layout(location = 14) 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_debug_view_mode;\n  mediump vec4 cc_debug_view_composite_pack_1;\n  mediump vec4 cc_debug_view_composite_pack_2;\n  mediump vec4 cc_debug_view_composite_pack_3;\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  gl_Position.y = gl_Position.y;\n  v_uv = a_texCoord;\n}",
        "frag": "\n  precision highp float;\n  layout(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_debug_view_mode;\n    mediump vec4 cc_debug_view_composite_pack_1;\n    mediump vec4 cc_debug_view_composite_pack_2;\n    mediump vec4 cc_debug_view_composite_pack_3;\n  };\n  layout(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  #if ANTIALIAS_TYPE == 1\n                        vec4 fxaa(sampler2D tex, vec2 fragCoord, vec2 resolution,\n                  vec2 v_rgbNW, vec2 v_rgbNE,\n                  vec2 v_rgbSW, vec2 v_rgbSE,\n                  vec2 v_rgbM) {\n          vec4 color;\n          mediump vec2 inverseVP = vec2(1.0 / resolution.x, 1.0 / resolution.y);\n          vec3 rgbNW = texture(tex, v_rgbNW).xyz;\n          vec3 rgbNE = texture(tex, v_rgbNE).xyz;\n          vec3 rgbSW = texture(tex, v_rgbSW).xyz;\n          vec3 rgbSE = texture(tex, v_rgbSE).xyz;\n          vec4 texColor = texture(tex, v_rgbM);\n          vec3 rgbM  = texColor.xyz;\n          vec3 luma = vec3(0.299, 0.587, 0.114);\n          float lumaNW = dot(rgbNW, luma);\n          float lumaNE = dot(rgbNE, luma);\n          float lumaSW = dot(rgbSW, luma);\n          float lumaSE = dot(rgbSE, luma);\n          float lumaM  = dot(rgbM,  luma);\n          float lumaMin = min(lumaM, min(min(lumaNW, lumaNE), min(lumaSW, lumaSE)));\n          float lumaMax = max(lumaM, max(max(lumaNW, lumaNE), max(lumaSW, lumaSE)));\n          mediump vec2 dir;\n          dir.x = -((lumaNW + lumaNE) - (lumaSW + lumaSE));\n          dir.y =  ((lumaNW + lumaSW) - (lumaNE + lumaSE));\n          float dirReduce = max((lumaNW + lumaNE + lumaSW + lumaSE) *\n                                (0.25 * (1.0 / 8.0)), (1.0/ 128.0));\n          float rcpDirMin = 1.0 / (min(abs(dir.x), abs(dir.y)) + dirReduce);\n          dir = min(vec2(8.0, 8.0),\n                    max(vec2(-8.0, -8.0),\n                    dir * rcpDirMin)) * inverseVP;\n          vec3 rgbA = 0.5 * (\n              texture(tex, fragCoord * inverseVP + dir * (1.0 / 3.0 - 0.5)).xyz +\n              texture(tex, fragCoord * inverseVP + dir * (2.0 / 3.0 - 0.5)).xyz);\n          vec3 rgbB = rgbA * 0.5 + 0.25 * (\n              texture(tex, fragCoord * inverseVP + dir * -0.5).xyz +\n              texture(tex, fragCoord * inverseVP + dir * 0.5).xyz);\n          float lumaB = dot(rgbB, luma);\n          if ((lumaB < lumaMin) || (lumaB > lumaMax))\n              color = vec4(rgbA, texColor.a);\n          else\n              color = vec4(rgbB, texColor.a);\n          return color;\n      }\n  #endif\n  #if ANTIALIAS_TYPE == 2\n      vec4 fragTextureGrad (sampler2D tex, vec2 P, vec2 dPdx, vec2 dPdy) {\n          return textureGrad(tex, P, dPdx, dPdy);\n      }\n      vec4 fragTextureGrad (samplerCube tex, vec3 P, vec3 dPdx, vec3 dPdy) {\n          return textureGrad(tex, P, dPdx, dPdy);\n      }\n      #define FxaaTex sampler2D\n      #define int2 vec2\n      #define float2 vec2\n      #define float3 vec3\n      #define float4 vec4\n      #define FxaaBool3 bvec3\n      #define FxaaInt2 vec2\n      #define FxaaFloat2 vec2\n      #define FxaaFloat3 vec3\n      #define FxaaFloat4 vec4\n      #define FxaaBool2Float(a) mix(0.0, 1.0, (a))\n      #define FxaaPow3(x, y) pow(x, y)\n      #define FxaaSel3(f, t, b) mix((f), (t), (b))\n      #define FxaaToFloat3(a) FxaaFloat3((a), (a), (a))\n      float4 FxaaTexLod0(FxaaTex tex, float2 pos) {\n          return texture(tex, pos.xy);\n      }\n      float4 FxaaTexGrad(FxaaTex tex, float2 pos, float2 grad) {\n          return fragTextureGrad(tex, pos.xy, grad, grad);\n      }\n      float4 FxaaTexOff(FxaaTex tex, float2 pos, int2 off, float2 rcpFrame) {\n          return FxaaTexLod0(tex, pos.xy + vec2(off.x, off.y) * rcpFrame);\n      }\n      #define FXAA_SRGB_ROP 0\n      #ifndef FXAA_PRESET\n          #define FXAA_PRESET 3\n      #endif\n      #if (FXAA_PRESET == 0)\n          #define FXAA_EDGE_THRESHOLD      (1.0/4.0)\n          #define FXAA_EDGE_THRESHOLD_MIN  (1.0/12.0)\n          #define FXAA_SEARCH_STEPS        2\n          #define FXAA_SEARCH_ACCELERATION 4\n          #define FXAA_SEARCH_THRESHOLD    (1.0/4.0)\n          #define FXAA_SUBPIX              1\n          #define FXAA_SUBPIX_FASTER       1\n          #define FXAA_SUBPIX_CAP          (2.0/3.0)\n          #define FXAA_SUBPIX_TRIM         (1.0/4.0)\n      #endif\n      #if (FXAA_PRESET == 1)\n          #define FXAA_EDGE_THRESHOLD      (1.0/8.0)\n          #define FXAA_EDGE_THRESHOLD_MIN  (1.0/16.0)\n          #define FXAA_SEARCH_STEPS        4\n          #define FXAA_SEARCH_ACCELERATION 3\n          #define FXAA_SEARCH_THRESHOLD    (1.0/4.0)\n          #define FXAA_SUBPIX              1\n          #define FXAA_SUBPIX_FASTER       0\n          #define FXAA_SUBPIX_CAP          (3.0/4.0)\n          #define FXAA_SUBPIX_TRIM         (1.0/4.0)\n      #endif\n      #if (FXAA_PRESET == 2)\n          #define FXAA_EDGE_THRESHOLD      (1.0/8.0)\n          #define FXAA_EDGE_THRESHOLD_MIN  (1.0/24.0)\n          #define FXAA_SEARCH_STEPS        8\n          #define FXAA_SEARCH_ACCELERATION 2\n          #define FXAA_SEARCH_THRESHOLD    (1.0/4.0)\n          #define FXAA_SUBPIX              1\n          #define FXAA_SUBPIX_FASTER       0\n          #define FXAA_SUBPIX_CAP          (3.0/4.0)\n          #define FXAA_SUBPIX_TRIM         (1.0/4.0)\n      #endif\n      #if (FXAA_PRESET == 3)\n          #define FXAA_EDGE_THRESHOLD      (1.0/8.0)\n          #define FXAA_EDGE_THRESHOLD_MIN  (1.0/24.0)\n          #define FXAA_SEARCH_STEPS        16\n          #define FXAA_SEARCH_ACCELERATION 1\n          #define FXAA_SEARCH_THRESHOLD    (1.0/4.0)\n          #define FXAA_SUBPIX              1\n          #define FXAA_SUBPIX_FASTER       0\n          #define FXAA_SUBPIX_CAP          (3.0/4.0)\n          #define FXAA_SUBPIX_TRIM         (1.0/4.0)\n      #endif\n      #if (FXAA_PRESET == 4)\n          #define FXAA_EDGE_THRESHOLD      (1.0/8.0)\n          #define FXAA_EDGE_THRESHOLD_MIN  (1.0/24.0)\n          #define FXAA_SEARCH_STEPS        24\n          #define FXAA_SEARCH_ACCELERATION 1\n          #define FXAA_SEARCH_THRESHOLD    (1.0/4.0)\n          #define FXAA_SUBPIX              1\n          #define FXAA_SUBPIX_FASTER       0\n          #define FXAA_SUBPIX_CAP          (3.0/4.0)\n          #define FXAA_SUBPIX_TRIM         (1.0/4.0)\n      #endif\n      #if (FXAA_PRESET == 5)\n          #define FXAA_EDGE_THRESHOLD      (1.0/8.0)\n          #define FXAA_EDGE_THRESHOLD_MIN  (1.0/24.0)\n          #define FXAA_SEARCH_STEPS        32\n          #define FXAA_SEARCH_ACCELERATION 1\n          #define FXAA_SEARCH_THRESHOLD    (1.0/4.0)\n          #define FXAA_SUBPIX              1\n          #define FXAA_SUBPIX_FASTER       0\n          #define FXAA_SUBPIX_CAP          (3.0/4.0)\n          #define FXAA_SUBPIX_TRIM         (1.0/4.0)\n      #endif\n      #define FXAA_SUBPIX_TRIM_SCALE (1.0/(1.0 - FXAA_SUBPIX_TRIM))\n      float FxaaLuma(float3 rgb) {\n          return rgb.y * (0.587/0.299) + rgb.x; }\n      float3 FxaaLerp3(float3 a, float3 b, float amountOfA) {\n          return (FxaaToFloat3(-amountOfA) * b) +\n              ((a * FxaaToFloat3(amountOfA)) + b); }\n      float3 FxaaFilterReturn(float3 rgb) {\n          #if FXAA_SRGB_ROP\n              return FxaaSel3(\n                  rgb * FxaaToFloat3(1.0/12.92),\n                  FxaaPow3(\n                      rgb * FxaaToFloat3(1.0/1.055) + FxaaToFloat3(0.055/1.055),\n                      FxaaToFloat3(2.4)),\n                  rgb > FxaaToFloat3(0.04045));\n          #else\n              return rgb;\n          #endif\n      }\n      float3 FxaaPixelShader(\n      float2 pos,\n      FxaaTex tex,\n      float2 rcpFrame) {\n          float3 rgbN = FxaaTexOff(tex, pos.xy, FxaaInt2( 0,-1), rcpFrame).xyz;\n          float3 rgbW = FxaaTexOff(tex, pos.xy, FxaaInt2(-1, 0), rcpFrame).xyz;\n          float3 rgbM = FxaaTexOff(tex, pos.xy, FxaaInt2( 0, 0), rcpFrame).xyz;\n          float3 rgbE = FxaaTexOff(tex, pos.xy, FxaaInt2( 1, 0), rcpFrame).xyz;\n          float3 rgbS = FxaaTexOff(tex, pos.xy, FxaaInt2( 0, 1), rcpFrame).xyz;\n          float lumaN = FxaaLuma(rgbN);\n          float lumaW = FxaaLuma(rgbW);\n          float lumaM = FxaaLuma(rgbM);\n          float lumaE = FxaaLuma(rgbE);\n          float lumaS = FxaaLuma(rgbS);\n          float rangeMin = min(lumaM, min(min(lumaN, lumaW), min(lumaS, lumaE)));\n          float rangeMax = max(lumaM, max(max(lumaN, lumaW), max(lumaS, lumaE)));\n          float range = rangeMax - rangeMin;\n          #if FXAA_DEBUG\n              float lumaO = lumaM / (1.0 + (0.587/0.299));\n          #endif\n          if(range < max(FXAA_EDGE_THRESHOLD_MIN, rangeMax * FXAA_EDGE_THRESHOLD)) {\n              #if FXAA_DEBUG\n                  return FxaaFilterReturn(FxaaToFloat3(lumaO));\n              #endif\n              return FxaaFilterReturn(rgbM); }\n          #if FXAA_SUBPIX > 0\n              #if FXAA_SUBPIX_FASTER\n                  float3 rgbL = (rgbN + rgbW + rgbE + rgbS + rgbM) *\n                      FxaaToFloat3(1.0/5.0);\n              #else\n                  float3 rgbL = rgbN + rgbW + rgbM + rgbE + rgbS;\n              #endif\n          #endif\n          #if FXAA_SUBPIX != 0\n              float lumaL = (lumaN + lumaW + lumaE + lumaS) * 0.25;\n              float rangeL = abs(lumaL - lumaM);\n          #endif\n          #if FXAA_SUBPIX == 1\n              float blendL = max(0.0,\n                  (rangeL / range) - FXAA_SUBPIX_TRIM) * FXAA_SUBPIX_TRIM_SCALE;\n              blendL = min(FXAA_SUBPIX_CAP, blendL);\n          #endif\n          #if FXAA_SUBPIX == 2\n              float blendL = rangeL / range;\n          #endif\n          float3 rgbNW = FxaaTexOff(tex, pos.xy, FxaaInt2(-1,-1), rcpFrame).xyz;\n          float3 rgbNE = FxaaTexOff(tex, pos.xy, FxaaInt2( 1,-1), rcpFrame).xyz;\n          float3 rgbSW = FxaaTexOff(tex, pos.xy, FxaaInt2(-1, 1), rcpFrame).xyz;\n          float3 rgbSE = FxaaTexOff(tex, pos.xy, FxaaInt2( 1, 1), rcpFrame).xyz;\n          #if (FXAA_SUBPIX_FASTER == 0) && (FXAA_SUBPIX > 0)\n              rgbL += (rgbNW + rgbNE + rgbSW + rgbSE);\n              rgbL *= FxaaToFloat3(1.0/9.0);\n          #endif\n          float lumaNW = FxaaLuma(rgbNW);\n          float lumaNE = FxaaLuma(rgbNE);\n          float lumaSW = FxaaLuma(rgbSW);\n          float lumaSE = FxaaLuma(rgbSE);\n          float edgeVert =\n              abs((0.25 * lumaNW) + (-0.5 * lumaN) + (0.25 * lumaNE)) +\n              abs((0.50 * lumaW ) + (-1.0 * lumaM) + (0.50 * lumaE )) +\n              abs((0.25 * lumaSW) + (-0.5 * lumaS) + (0.25 * lumaSE));\n          float edgeHorz =\n              abs((0.25 * lumaNW) + (-0.5 * lumaW) + (0.25 * lumaSW)) +\n              abs((0.50 * lumaN ) + (-1.0 * lumaM) + (0.50 * lumaS )) +\n              abs((0.25 * lumaNE) + (-0.5 * lumaE) + (0.25 * lumaSE));\n          bool horzSpan = edgeHorz >= edgeVert;\n          float lengthSign = horzSpan ? -rcpFrame.y : -rcpFrame.x;\n          if(!horzSpan) lumaN = lumaW;\n          if(!horzSpan) lumaS = lumaE;\n          float gradientN = abs(lumaN - lumaM);\n          float gradientS = abs(lumaS - lumaM);\n          lumaN = (lumaN + lumaM) * 0.5;\n          lumaS = (lumaS + lumaM) * 0.5;\n          bool pairN = gradientN >= gradientS;\n          if(!pairN) lumaN = lumaS;\n          if(!pairN) gradientN = gradientS;\n          if(!pairN) lengthSign *= -1.0;\n          float2 posN;\n          posN.x = pos.x + (horzSpan ? 0.0 : lengthSign * 0.5);\n          posN.y = pos.y + (horzSpan ? lengthSign * 0.5 : 0.0);\n          gradientN *= FXAA_SEARCH_THRESHOLD;\n          float2 posP = posN;\n          float2 offNP = horzSpan ?\n              FxaaFloat2(rcpFrame.x, 0.0) :\n              FxaaFloat2(0.0, rcpFrame.y);\n          float lumaEndN = lumaN;\n          float lumaEndP = lumaN;\n          bool doneN = false;\n          bool doneP = false;\n          #if FXAA_SEARCH_ACCELERATION == 1\n              posN += offNP * FxaaFloat2(-1.0, -1.0);\n              posP += offNP * FxaaFloat2( 1.0,  1.0);\n          #endif\n          #if FXAA_SEARCH_ACCELERATION == 2\n              posN += offNP * FxaaFloat2(-1.5, -1.5);\n              posP += offNP * FxaaFloat2( 1.5,  1.5);\n              offNP *= FxaaFloat2(2.0, 2.0);\n          #endif\n          #if FXAA_SEARCH_ACCELERATION == 3\n              posN += offNP * FxaaFloat2(-2.0, -2.0);\n              posP += offNP * FxaaFloat2( 2.0,  2.0);\n              offNP *= FxaaFloat2(3.0, 3.0);\n          #endif\n          #if FXAA_SEARCH_ACCELERATION == 4\n              posN += offNP * FxaaFloat2(-2.5, -2.5);\n              posP += offNP * FxaaFloat2( 2.5,  2.5);\n              offNP *= FxaaFloat2(4.0, 4.0);\n          #endif\n          for(int i = 0; i < FXAA_SEARCH_STEPS; i++) {\n              #if FXAA_SEARCH_ACCELERATION == 1\n                  if(!doneN) lumaEndN =\n                      FxaaLuma(FxaaTexLod0(tex, posN.xy).xyz);\n                  if(!doneP) lumaEndP =\n                      FxaaLuma(FxaaTexLod0(tex, posP.xy).xyz);\n              #else\n                  if(!doneN) lumaEndN =\n                      FxaaLuma(FxaaTexGrad(tex, posN.xy, offNP).xyz);\n                  if(!doneP) lumaEndP =\n                      FxaaLuma(FxaaTexGrad(tex, posP.xy, offNP).xyz);\n              #endif\n              doneN = doneN || (abs(lumaEndN - lumaN) >= gradientN);\n              doneP = doneP || (abs(lumaEndP - lumaN) >= gradientN);\n              if(doneN && doneP) break;\n              if(!doneN) posN -= offNP;\n              if(!doneP) posP += offNP; }\n          float dstN = horzSpan ? pos.x - posN.x : pos.y - posN.y;\n          float dstP = horzSpan ? posP.x - pos.x : posP.y - pos.y;\n          bool directionN = dstN < dstP;\n          lumaEndN = directionN ? lumaEndN : lumaEndP;\n          if(((lumaM - lumaN) < 0.0) == ((lumaEndN - lumaN) < 0.0))\n              lengthSign = 0.0;\n          float spanLength = (dstP + dstN);\n          dstN = directionN ? dstN : dstP;\n          float subPixelOffset = (0.5 + (dstN * (-1.0/spanLength))) * lengthSign;\n          float3 rgbF = FxaaTexLod0(tex, FxaaFloat2(\n              pos.x + (horzSpan ? 0.0 : subPixelOffset),\n              pos.y + (horzSpan ? subPixelOffset : 0.0))).xyz;\n          #if FXAA_SUBPIX == 0\n              return FxaaFilterReturn(rgbF);\n          #else\n              return FxaaFilterReturn(FxaaLerp3(rgbL, rgbF, blendL));\n          #endif\n      }\n  #endif\n  layout(location = 0) in vec2 v_uv;\n  layout(set = 1, binding = 0) uniform sampler2D outputResultMap;\n  layout(location = 0) out vec4 fragColor;\nvoid texcoords(vec2 fragCoord, vec2 resolution,\n      out vec2 v_rgbNW, out vec2 v_rgbNE,\n      out vec2 v_rgbSW, out vec2 v_rgbSE,\n      out vec2 v_rgbM) {\n        vec2 inverseVP = 1.0 / resolution.xy;\n        v_rgbNW = (fragCoord + vec2(-1.0, -1.0)) * inverseVP;\n        v_rgbNE = (fragCoord + vec2(1.0, -1.0)) * inverseVP;\n        v_rgbSW = (fragCoord + vec2(-1.0, 1.0)) * inverseVP;\n        v_rgbSE = (fragCoord + vec2(1.0, 1.0)) * inverseVP;\n        v_rgbM = vec2(fragCoord * inverseVP);\n}\nvoid main () {\n    #if ANTIALIAS_TYPE == 1\n      mediump vec2 v_rgbNW;\n      mediump vec2 v_rgbNE;\n      mediump vec2 v_rgbSW;\n      mediump vec2 v_rgbSE;\n      mediump vec2 v_rgbM;\n      vec2 resolution = cc_screenSize.xy;\n      vec2 fragCoord = v_uv * resolution;\n      texcoords(fragCoord, resolution, v_rgbNW, v_rgbNE, v_rgbSW, v_rgbSE, v_rgbM);\n      fragColor = fxaa(outputResultMap, fragCoord, resolution, v_rgbNW, v_rgbNE, v_rgbSW, v_rgbSE, v_rgbM);\n    #elif ANTIALIAS_TYPE == 2\n      vec3 color = FxaaPixelShader(v_uv, outputResultMap, 1.0 / cc_screenSize.xy);\n      fragColor = vec4(color, texture(outputResultMap, v_uv).a);\n    #else\n      fragColor = texture(outputResultMap, v_uv);\n    #endif\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         2.71828183f\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 LIGHT_TYPE_DIRECTIONAL 0.0\n#define LIGHT_TYPE_SPHERE 1.0\n#define LIGHT_TYPE_SPOT 2.0\n#define IS_DIRECTIONAL_LIGHT(light_type) (abs(float(light_type) - float(LIGHT_TYPE_DIRECTIONAL)) < EPSILON)\n#define IS_SPHERE_LIGHT(light_type) (abs(float(light_type) - float(LIGHT_TYPE_SPHERE)) < EPSILON)\n#define IS_SPOT_LIGHT(light_type) (abs(float(light_type) - float(LIGHT_TYPE_SPOT)) < EPSILON)\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_RECEIVE_SHADOW\n    in vec2 a_localShadowBias;\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_debug_view_mode;\n  mediump vec4 cc_debug_view_composite_pack_1;\n  mediump vec4 cc_debug_view_composite_pack_2;\n  mediump vec4 cc_debug_view_composite_pack_3;\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  gl_Position.y = gl_Position.y;\n  v_uv = a_texCoord;\n}",
        "frag": "\n  precision highp float;\n  layout(std140) uniform CCGlobal {\n    highp   vec4 cc_time;\n    mediump vec4 cc_screenSize;\n    mediump vec4 cc_nativeSize;\n    mediump vec4 cc_debug_view_mode;\n    mediump vec4 cc_debug_view_composite_pack_1;\n    mediump vec4 cc_debug_view_composite_pack_2;\n    mediump vec4 cc_debug_view_composite_pack_3;\n  };\n  layout(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  #if ANTIALIAS_TYPE == 1\n                        vec4 fxaa(sampler2D tex, vec2 fragCoord, vec2 resolution,\n                  vec2 v_rgbNW, vec2 v_rgbNE,\n                  vec2 v_rgbSW, vec2 v_rgbSE,\n                  vec2 v_rgbM) {\n          vec4 color;\n          mediump vec2 inverseVP = vec2(1.0 / resolution.x, 1.0 / resolution.y);\n          vec3 rgbNW = texture(tex, v_rgbNW).xyz;\n          vec3 rgbNE = texture(tex, v_rgbNE).xyz;\n          vec3 rgbSW = texture(tex, v_rgbSW).xyz;\n          vec3 rgbSE = texture(tex, v_rgbSE).xyz;\n          vec4 texColor = texture(tex, v_rgbM);\n          vec3 rgbM  = texColor.xyz;\n          vec3 luma = vec3(0.299, 0.587, 0.114);\n          float lumaNW = dot(rgbNW, luma);\n          float lumaNE = dot(rgbNE, luma);\n          float lumaSW = dot(rgbSW, luma);\n          float lumaSE = dot(rgbSE, luma);\n          float lumaM  = dot(rgbM,  luma);\n          float lumaMin = min(lumaM, min(min(lumaNW, lumaNE), min(lumaSW, lumaSE)));\n          float lumaMax = max(lumaM, max(max(lumaNW, lumaNE), max(lumaSW, lumaSE)));\n          mediump vec2 dir;\n          dir.x = -((lumaNW + lumaNE) - (lumaSW + lumaSE));\n          dir.y =  ((lumaNW + lumaSW) - (lumaNE + lumaSE));\n          float dirReduce = max((lumaNW + lumaNE + lumaSW + lumaSE) *\n                                (0.25 * (1.0 / 8.0)), (1.0/ 128.0));\n          float rcpDirMin = 1.0 / (min(abs(dir.x), abs(dir.y)) + dirReduce);\n          dir = min(vec2(8.0, 8.0),\n                    max(vec2(-8.0, -8.0),\n                    dir * rcpDirMin)) * inverseVP;\n          vec3 rgbA = 0.5 * (\n              texture(tex, fragCoord * inverseVP + dir * (1.0 / 3.0 - 0.5)).xyz +\n              texture(tex, fragCoord * inverseVP + dir * (2.0 / 3.0 - 0.5)).xyz);\n          vec3 rgbB = rgbA * 0.5 + 0.25 * (\n              texture(tex, fragCoord * inverseVP + dir * -0.5).xyz +\n              texture(tex, fragCoord * inverseVP + dir * 0.5).xyz);\n          float lumaB = dot(rgbB, luma);\n          if ((lumaB < lumaMin) || (lumaB > lumaMax))\n              color = vec4(rgbA, texColor.a);\n          else\n              color = vec4(rgbB, texColor.a);\n          return color;\n      }\n  #endif\n  #if ANTIALIAS_TYPE == 2\n      vec4 fragTextureGrad (sampler2D tex, vec2 P, vec2 dPdx, vec2 dPdy) {\n          return textureGrad(tex, P, dPdx, dPdy);\n      }\n      vec4 fragTextureGrad (samplerCube tex, vec3 P, vec3 dPdx, vec3 dPdy) {\n          return textureGrad(tex, P, dPdx, dPdy);\n      }\n      #define FxaaTex sampler2D\n      #define int2 vec2\n      #define float2 vec2\n      #define float3 vec3\n      #define float4 vec4\n      #define FxaaBool3 bvec3\n      #define FxaaInt2 vec2\n      #define FxaaFloat2 vec2\n      #define FxaaFloat3 vec3\n      #define FxaaFloat4 vec4\n      #define FxaaBool2Float(a) mix(0.0, 1.0, (a))\n      #define FxaaPow3(x, y) pow(x, y)\n      #define FxaaSel3(f, t, b) mix((f), (t), (b))\n      #define FxaaToFloat3(a) FxaaFloat3((a), (a), (a))\n      float4 FxaaTexLod0(FxaaTex tex, float2 pos) {\n          return texture(tex, pos.xy);\n      }\n      float4 FxaaTexGrad(FxaaTex tex, float2 pos, float2 grad) {\n          return fragTextureGrad(tex, pos.xy, grad, grad);\n      }\n      float4 FxaaTexOff(FxaaTex tex, float2 pos, int2 off, float2 rcpFrame) {\n          return FxaaTexLod0(tex, pos.xy + vec2(off.x, off.y) * rcpFrame);\n      }\n      #define FXAA_SRGB_ROP 0\n      #ifndef FXAA_PRESET\n          #define FXAA_PRESET 3\n      #endif\n      #if (FXAA_PRESET == 0)\n          #define FXAA_EDGE_THRESHOLD      (1.0/4.0)\n          #define FXAA_EDGE_THRESHOLD_MIN  (1.0/12.0)\n          #define FXAA_SEARCH_STEPS        2\n          #define FXAA_SEARCH_ACCELERATION 4\n          #define FXAA_SEARCH_THRESHOLD    (1.0/4.0)\n          #define FXAA_SUBPIX              1\n          #define FXAA_SUBPIX_FASTER       1\n          #define FXAA_SUBPIX_CAP          (2.0/3.0)\n          #define FXAA_SUBPIX_TRIM         (1.0/4.0)\n      #endif\n      #if (FXAA_PRESET == 1)\n          #define FXAA_EDGE_THRESHOLD      (1.0/8.0)\n          #define FXAA_EDGE_THRESHOLD_MIN  (1.0/16.0)\n          #define FXAA_SEARCH_STEPS        4\n          #define FXAA_SEARCH_ACCELERATION 3\n          #define FXAA_SEARCH_THRESHOLD    (1.0/4.0)\n          #define FXAA_SUBPIX              1\n          #define FXAA_SUBPIX_FASTER       0\n          #define FXAA_SUBPIX_CAP          (3.0/4.0)\n          #define FXAA_SUBPIX_TRIM         (1.0/4.0)\n      #endif\n      #if (FXAA_PRESET == 2)\n          #define FXAA_EDGE_THRESHOLD      (1.0/8.0)\n          #define FXAA_EDGE_THRESHOLD_MIN  (1.0/24.0)\n          #define FXAA_SEARCH_STEPS        8\n          #define FXAA_SEARCH_ACCELERATION 2\n          #define FXAA_SEARCH_THRESHOLD    (1.0/4.0)\n          #define FXAA_SUBPIX              1\n          #define FXAA_SUBPIX_FASTER       0\n          #define FXAA_SUBPIX_CAP          (3.0/4.0)\n          #define FXAA_SUBPIX_TRIM         (1.0/4.0)\n      #endif\n      #if (FXAA_PRESET == 3)\n          #define FXAA_EDGE_THRESHOLD      (1.0/8.0)\n          #define FXAA_EDGE_THRESHOLD_MIN  (1.0/24.0)\n          #define FXAA_SEARCH_STEPS        16\n          #define FXAA_SEARCH_ACCELERATION 1\n          #define FXAA_SEARCH_THRESHOLD    (1.0/4.0)\n          #define FXAA_SUBPIX              1\n          #define FXAA_SUBPIX_FASTER       0\n          #define FXAA_SUBPIX_CAP          (3.0/4.0)\n          #define FXAA_SUBPIX_TRIM         (1.0/4.0)\n      #endif\n      #if (FXAA_PRESET == 4)\n          #define FXAA_EDGE_THRESHOLD      (1.0/8.0)\n          #define FXAA_EDGE_THRESHOLD_MIN  (1.0/24.0)\n          #define FXAA_SEARCH_STEPS        24\n          #define FXAA_SEARCH_ACCELERATION 1\n          #define FXAA_SEARCH_THRESHOLD    (1.0/4.0)\n          #define FXAA_SUBPIX              1\n          #define FXAA_SUBPIX_FASTER       0\n          #define FXAA_SUBPIX_CAP          (3.0/4.0)\n          #define FXAA_SUBPIX_TRIM         (1.0/4.0)\n      #endif\n      #if (FXAA_PRESET == 5)\n          #define FXAA_EDGE_THRESHOLD      (1.0/8.0)\n          #define FXAA_EDGE_THRESHOLD_MIN  (1.0/24.0)\n          #define FXAA_SEARCH_STEPS        32\n          #define FXAA_SEARCH_ACCELERATION 1\n          #define FXAA_SEARCH_THRESHOLD    (1.0/4.0)\n          #define FXAA_SUBPIX              1\n          #define FXAA_SUBPIX_FASTER       0\n          #define FXAA_SUBPIX_CAP          (3.0/4.0)\n          #define FXAA_SUBPIX_TRIM         (1.0/4.0)\n      #endif\n      #define FXAA_SUBPIX_TRIM_SCALE (1.0/(1.0 - FXAA_SUBPIX_TRIM))\n      float FxaaLuma(float3 rgb) {\n          return rgb.y * (0.587/0.299) + rgb.x; }\n      float3 FxaaLerp3(float3 a, float3 b, float amountOfA) {\n          return (FxaaToFloat3(-amountOfA) * b) +\n              ((a * FxaaToFloat3(amountOfA)) + b); }\n      float3 FxaaFilterReturn(float3 rgb) {\n          #if FXAA_SRGB_ROP\n              return FxaaSel3(\n                  rgb * FxaaToFloat3(1.0/12.92),\n                  FxaaPow3(\n                      rgb * FxaaToFloat3(1.0/1.055) + FxaaToFloat3(0.055/1.055),\n                      FxaaToFloat3(2.4)),\n                  rgb > FxaaToFloat3(0.04045));\n          #else\n              return rgb;\n          #endif\n      }\n      float3 FxaaPixelShader(\n      float2 pos,\n      FxaaTex tex,\n      float2 rcpFrame) {\n          float3 rgbN = FxaaTexOff(tex, pos.xy, FxaaInt2( 0,-1), rcpFrame).xyz;\n          float3 rgbW = FxaaTexOff(tex, pos.xy, FxaaInt2(-1, 0), rcpFrame).xyz;\n          float3 rgbM = FxaaTexOff(tex, pos.xy, FxaaInt2( 0, 0), rcpFrame).xyz;\n          float3 rgbE = FxaaTexOff(tex, pos.xy, FxaaInt2( 1, 0), rcpFrame).xyz;\n          float3 rgbS = FxaaTexOff(tex, pos.xy, FxaaInt2( 0, 1), rcpFrame).xyz;\n          float lumaN = FxaaLuma(rgbN);\n          float lumaW = FxaaLuma(rgbW);\n          float lumaM = FxaaLuma(rgbM);\n          float lumaE = FxaaLuma(rgbE);\n          float lumaS = FxaaLuma(rgbS);\n          float rangeMin = min(lumaM, min(min(lumaN, lumaW), min(lumaS, lumaE)));\n          float rangeMax = max(lumaM, max(max(lumaN, lumaW), max(lumaS, lumaE)));\n          float range = rangeMax - rangeMin;\n          #if FXAA_DEBUG\n              float lumaO = lumaM / (1.0 + (0.587/0.299));\n          #endif\n          if(range < max(FXAA_EDGE_THRESHOLD_MIN, rangeMax * FXAA_EDGE_THRESHOLD)) {\n              #if FXAA_DEBUG\n                  return FxaaFilterReturn(FxaaToFloat3(lumaO));\n              #endif\n              return FxaaFilterReturn(rgbM); }\n          #if FXAA_SUBPIX > 0\n              #if FXAA_SUBPIX_FASTER\n                  float3 rgbL = (rgbN + rgbW + rgbE + rgbS + rgbM) *\n                      FxaaToFloat3(1.0/5.0);\n              #else\n                  float3 rgbL = rgbN + rgbW + rgbM + rgbE + rgbS;\n              #endif\n          #endif\n          #if FXAA_SUBPIX != 0\n              float lumaL = (lumaN + lumaW + lumaE + lumaS) * 0.25;\n              float rangeL = abs(lumaL - lumaM);\n          #endif\n          #if FXAA_SUBPIX == 1\n              float blendL = max(0.0,\n                  (rangeL / range) - FXAA_SUBPIX_TRIM) * FXAA_SUBPIX_TRIM_SCALE;\n              blendL = min(FXAA_SUBPIX_CAP, blendL);\n          #endif\n          #if FXAA_SUBPIX == 2\n              float blendL = rangeL / range;\n          #endif\n          float3 rgbNW = FxaaTexOff(tex, pos.xy, FxaaInt2(-1,-1), rcpFrame).xyz;\n          float3 rgbNE = FxaaTexOff(tex, pos.xy, FxaaInt2( 1,-1), rcpFrame).xyz;\n          float3 rgbSW = FxaaTexOff(tex, pos.xy, FxaaInt2(-1, 1), rcpFrame).xyz;\n          float3 rgbSE = FxaaTexOff(tex, pos.xy, FxaaInt2( 1, 1), rcpFrame).xyz;\n          #if (FXAA_SUBPIX_FASTER == 0) && (FXAA_SUBPIX > 0)\n              rgbL += (rgbNW + rgbNE + rgbSW + rgbSE);\n              rgbL *= FxaaToFloat3(1.0/9.0);\n          #endif\n          float lumaNW = FxaaLuma(rgbNW);\n          float lumaNE = FxaaLuma(rgbNE);\n          float lumaSW = FxaaLuma(rgbSW);\n          float lumaSE = FxaaLuma(rgbSE);\n          float edgeVert =\n              abs((0.25 * lumaNW) + (-0.5 * lumaN) + (0.25 * lumaNE)) +\n              abs((0.50 * lumaW ) + (-1.0 * lumaM) + (0.50 * lumaE )) +\n              abs((0.25 * lumaSW) + (-0.5 * lumaS) + (0.25 * lumaSE));\n          float edgeHorz =\n              abs((0.25 * lumaNW) + (-0.5 * lumaW) + (0.25 * lumaSW)) +\n              abs((0.50 * lumaN ) + (-1.0 * lumaM) + (0.50 * lumaS )) +\n              abs((0.25 * lumaNE) + (-0.5 * lumaE) + (0.25 * lumaSE));\n          bool horzSpan = edgeHorz >= edgeVert;\n          float lengthSign = horzSpan ? -rcpFrame.y : -rcpFrame.x;\n          if(!horzSpan) lumaN = lumaW;\n          if(!horzSpan) lumaS = lumaE;\n          float gradientN = abs(lumaN - lumaM);\n          float gradientS = abs(lumaS - lumaM);\n          lumaN = (lumaN + lumaM) * 0.5;\n          lumaS = (lumaS + lumaM) * 0.5;\n          bool pairN = gradientN >= gradientS;\n          if(!pairN) lumaN = lumaS;\n          if(!pairN) gradientN = gradientS;\n          if(!pairN) lengthSign *= -1.0;\n          float2 posN;\n          posN.x = pos.x + (horzSpan ? 0.0 : lengthSign * 0.5);\n          posN.y = pos.y + (horzSpan ? lengthSign * 0.5 : 0.0);\n          gradientN *= FXAA_SEARCH_THRESHOLD;\n          float2 posP = posN;\n          float2 offNP = horzSpan ?\n              FxaaFloat2(rcpFrame.x, 0.0) :\n              FxaaFloat2(0.0, rcpFrame.y);\n          float lumaEndN = lumaN;\n          float lumaEndP = lumaN;\n          bool doneN = false;\n          bool doneP = false;\n          #if FXAA_SEARCH_ACCELERATION == 1\n              posN += offNP * FxaaFloat2(-1.0, -1.0);\n              posP += offNP * FxaaFloat2( 1.0,  1.0);\n          #endif\n          #if FXAA_SEARCH_ACCELERATION == 2\n              posN += offNP * FxaaFloat2(-1.5, -1.5);\n              posP += offNP * FxaaFloat2( 1.5,  1.5);\n              offNP *= FxaaFloat2(2.0, 2.0);\n          #endif\n          #if FXAA_SEARCH_ACCELERATION == 3\n              posN += offNP * FxaaFloat2(-2.0, -2.0);\n              posP += offNP * FxaaFloat2( 2.0,  2.0);\n              offNP *= FxaaFloat2(3.0, 3.0);\n          #endif\n          #if FXAA_SEARCH_ACCELERATION == 4\n              posN += offNP * FxaaFloat2(-2.5, -2.5);\n              posP += offNP * FxaaFloat2( 2.5,  2.5);\n              offNP *= FxaaFloat2(4.0, 4.0);\n          #endif\n          for(int i = 0; i < FXAA_SEARCH_STEPS; i++) {\n              #if FXAA_SEARCH_ACCELERATION == 1\n                  if(!doneN) lumaEndN =\n                      FxaaLuma(FxaaTexLod0(tex, posN.xy).xyz);\n                  if(!doneP) lumaEndP =\n                      FxaaLuma(FxaaTexLod0(tex, posP.xy).xyz);\n              #else\n                  if(!doneN) lumaEndN =\n                      FxaaLuma(FxaaTexGrad(tex, posN.xy, offNP).xyz);\n                  if(!doneP) lumaEndP =\n                      FxaaLuma(FxaaTexGrad(tex, posP.xy, offNP).xyz);\n              #endif\n              doneN = doneN || (abs(lumaEndN - lumaN) >= gradientN);\n              doneP = doneP || (abs(lumaEndP - lumaN) >= gradientN);\n              if(doneN && doneP) break;\n              if(!doneN) posN -= offNP;\n              if(!doneP) posP += offNP; }\n          float dstN = horzSpan ? pos.x - posN.x : pos.y - posN.y;\n          float dstP = horzSpan ? posP.x - pos.x : posP.y - pos.y;\n          bool directionN = dstN < dstP;\n          lumaEndN = directionN ? lumaEndN : lumaEndP;\n          if(((lumaM - lumaN) < 0.0) == ((lumaEndN - lumaN) < 0.0))\n              lengthSign = 0.0;\n          float spanLength = (dstP + dstN);\n          dstN = directionN ? dstN : dstP;\n          float subPixelOffset = (0.5 + (dstN * (-1.0/spanLength))) * lengthSign;\n          float3 rgbF = FxaaTexLod0(tex, FxaaFloat2(\n              pos.x + (horzSpan ? 0.0 : subPixelOffset),\n              pos.y + (horzSpan ? subPixelOffset : 0.0))).xyz;\n          #if FXAA_SUBPIX == 0\n              return FxaaFilterReturn(rgbF);\n          #else\n              return FxaaFilterReturn(FxaaLerp3(rgbL, rgbF, blendL));\n          #endif\n      }\n  #endif\n  in vec2 v_uv;\n  uniform sampler2D outputResultMap;\n  layout(location = 0) out vec4 fragColor;\nvoid texcoords(vec2 fragCoord, vec2 resolution,\n      out vec2 v_rgbNW, out vec2 v_rgbNE,\n      out vec2 v_rgbSW, out vec2 v_rgbSE,\n      out vec2 v_rgbM) {\n        vec2 inverseVP = 1.0 / resolution.xy;\n        v_rgbNW = (fragCoord + vec2(-1.0, -1.0)) * inverseVP;\n        v_rgbNE = (fragCoord + vec2(1.0, -1.0)) * inverseVP;\n        v_rgbSW = (fragCoord + vec2(-1.0, 1.0)) * inverseVP;\n        v_rgbSE = (fragCoord + vec2(1.0, 1.0)) * inverseVP;\n        v_rgbM = vec2(fragCoord * inverseVP);\n}\nvoid main () {\n    #if ANTIALIAS_TYPE == 1\n      mediump vec2 v_rgbNW;\n      mediump vec2 v_rgbNE;\n      mediump vec2 v_rgbSW;\n      mediump vec2 v_rgbSE;\n      mediump vec2 v_rgbM;\n      vec2 resolution = cc_screenSize.xy;\n      vec2 fragCoord = v_uv * resolution;\n      texcoords(fragCoord, resolution, v_rgbNW, v_rgbNE, v_rgbSW, v_rgbSE, v_rgbM);\n      fragColor = fxaa(outputResultMap, fragCoord, resolution, v_rgbNW, v_rgbNE, v_rgbSW, v_rgbSE, v_rgbM);\n    #elif ANTIALIAS_TYPE == 2\n      vec3 color = FxaaPixelShader(v_uv, outputResultMap, 1.0 / cc_screenSize.xy);\n      fragColor = vec4(color, texture(outputResultMap, v_uv).a);\n    #else\n      fragColor = texture(outputResultMap, v_uv);\n    #endif\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         2.71828183f\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 LIGHT_TYPE_DIRECTIONAL 0.0\n#define LIGHT_TYPE_SPHERE 1.0\n#define LIGHT_TYPE_SPOT 2.0\n#define IS_DIRECTIONAL_LIGHT(light_type) (abs(float(light_type) - float(LIGHT_TYPE_DIRECTIONAL)) < EPSILON)\n#define IS_SPHERE_LIGHT(light_type) (abs(float(light_type) - float(LIGHT_TYPE_SPHERE)) < EPSILON)\n#define IS_SPOT_LIGHT(light_type) (abs(float(light_type) - float(LIGHT_TYPE_SPOT)) < EPSILON)\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_RECEIVE_SHADOW\n    attribute vec2 a_localShadowBias;\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  gl_Position.y = gl_Position.y;\n  v_uv = a_texCoord;\n}",
        "frag": "\n#ifdef GL_EXT_shader_texture_lod\n#extension GL_EXT_shader_texture_lod: enable\n#endif\n  precision highp float;\n  uniform mediump vec4 cc_screenSize;\n  #if ANTIALIAS_TYPE == 1\n                        vec4 fxaa(sampler2D tex, vec2 fragCoord, vec2 resolution,\n                  vec2 v_rgbNW, vec2 v_rgbNE,\n                  vec2 v_rgbSW, vec2 v_rgbSE,\n                  vec2 v_rgbM) {\n          vec4 color;\n          mediump vec2 inverseVP = vec2(1.0 / resolution.x, 1.0 / resolution.y);\n          vec3 rgbNW = texture2D(tex, v_rgbNW).xyz;\n          vec3 rgbNE = texture2D(tex, v_rgbNE).xyz;\n          vec3 rgbSW = texture2D(tex, v_rgbSW).xyz;\n          vec3 rgbSE = texture2D(tex, v_rgbSE).xyz;\n          vec4 texColor = texture2D(tex, v_rgbM);\n          vec3 rgbM  = texColor.xyz;\n          vec3 luma = vec3(0.299, 0.587, 0.114);\n          float lumaNW = dot(rgbNW, luma);\n          float lumaNE = dot(rgbNE, luma);\n          float lumaSW = dot(rgbSW, luma);\n          float lumaSE = dot(rgbSE, luma);\n          float lumaM  = dot(rgbM,  luma);\n          float lumaMin = min(lumaM, min(min(lumaNW, lumaNE), min(lumaSW, lumaSE)));\n          float lumaMax = max(lumaM, max(max(lumaNW, lumaNE), max(lumaSW, lumaSE)));\n          mediump vec2 dir;\n          dir.x = -((lumaNW + lumaNE) - (lumaSW + lumaSE));\n          dir.y =  ((lumaNW + lumaSW) - (lumaNE + lumaSE));\n          float dirReduce = max((lumaNW + lumaNE + lumaSW + lumaSE) *\n                                (0.25 * (1.0 / 8.0)), (1.0/ 128.0));\n          float rcpDirMin = 1.0 / (min(abs(dir.x), abs(dir.y)) + dirReduce);\n          dir = min(vec2(8.0, 8.0),\n                    max(vec2(-8.0, -8.0),\n                    dir * rcpDirMin)) * inverseVP;\n          vec3 rgbA = 0.5 * (\n              texture2D(tex, fragCoord * inverseVP + dir * (1.0 / 3.0 - 0.5)).xyz +\n              texture2D(tex, fragCoord * inverseVP + dir * (2.0 / 3.0 - 0.5)).xyz);\n          vec3 rgbB = rgbA * 0.5 + 0.25 * (\n              texture2D(tex, fragCoord * inverseVP + dir * -0.5).xyz +\n              texture2D(tex, fragCoord * inverseVP + dir * 0.5).xyz);\n          float lumaB = dot(rgbB, luma);\n          if ((lumaB < lumaMin) || (lumaB > lumaMax))\n              color = vec4(rgbA, texColor.a);\n          else\n              color = vec4(rgbB, texColor.a);\n          return color;\n      }\n  #endif\n  #if ANTIALIAS_TYPE == 2\n      vec4 fragTextureGrad (sampler2D tex, vec2 P, vec2 dPdx, vec2 dPdy) {\n          #ifdef GL_EXT_shader_texture_lod\n            return texture2DGradEXT(tex, P, dPdx, dPdy);\n          #else\n            return texture2D(tex, P);\n          #endif\n      }\n      vec4 fragTextureGrad (samplerCube tex, vec3 P, vec3 dPdx, vec3 dPdy) {\n          #ifdef GL_EXT_shader_texture_lod\n            return textureCubeGradEXT(tex, P, dPdx, dPdy);\n          #else\n            return textureCube(tex, P);\n          #endif\n      }\n      #define FxaaTex sampler2D\n      #define int2 vec2\n      #define float2 vec2\n      #define float3 vec3\n      #define float4 vec4\n      #define FxaaBool3 bvec3\n      #define FxaaInt2 vec2\n      #define FxaaFloat2 vec2\n      #define FxaaFloat3 vec3\n      #define FxaaFloat4 vec4\n      #define FxaaBool2Float(a) mix(0.0, 1.0, (a))\n      #define FxaaPow3(x, y) pow(x, y)\n      #define FxaaSel3(f, t, b) mix((f), (t), (b))\n      #define FxaaToFloat3(a) FxaaFloat3((a), (a), (a))\n      float4 FxaaTexLod0(FxaaTex tex, float2 pos) {\n          return texture2D(tex, pos.xy);\n      }\n      float4 FxaaTexGrad(FxaaTex tex, float2 pos, float2 grad) {\n          return fragTextureGrad(tex, pos.xy, grad, grad);\n      }\n      float4 FxaaTexOff(FxaaTex tex, float2 pos, int2 off, float2 rcpFrame) {\n          return FxaaTexLod0(tex, pos.xy + vec2(off.x, off.y) * rcpFrame);\n      }\n      #define FXAA_SRGB_ROP 0\n      #ifndef FXAA_PRESET\n          #define FXAA_PRESET 3\n      #endif\n      #if (FXAA_PRESET == 0)\n          #define FXAA_EDGE_THRESHOLD      (1.0/4.0)\n          #define FXAA_EDGE_THRESHOLD_MIN  (1.0/12.0)\n          #define FXAA_SEARCH_STEPS        2\n          #define FXAA_SEARCH_ACCELERATION 4\n          #define FXAA_SEARCH_THRESHOLD    (1.0/4.0)\n          #define FXAA_SUBPIX              1\n          #define FXAA_SUBPIX_FASTER       1\n          #define FXAA_SUBPIX_CAP          (2.0/3.0)\n          #define FXAA_SUBPIX_TRIM         (1.0/4.0)\n      #endif\n      #if (FXAA_PRESET == 1)\n          #define FXAA_EDGE_THRESHOLD      (1.0/8.0)\n          #define FXAA_EDGE_THRESHOLD_MIN  (1.0/16.0)\n          #define FXAA_SEARCH_STEPS        4\n          #define FXAA_SEARCH_ACCELERATION 3\n          #define FXAA_SEARCH_THRESHOLD    (1.0/4.0)\n          #define FXAA_SUBPIX              1\n          #define FXAA_SUBPIX_FASTER       0\n          #define FXAA_SUBPIX_CAP          (3.0/4.0)\n          #define FXAA_SUBPIX_TRIM         (1.0/4.0)\n      #endif\n      #if (FXAA_PRESET == 2)\n          #define FXAA_EDGE_THRESHOLD      (1.0/8.0)\n          #define FXAA_EDGE_THRESHOLD_MIN  (1.0/24.0)\n          #define FXAA_SEARCH_STEPS        8\n          #define FXAA_SEARCH_ACCELERATION 2\n          #define FXAA_SEARCH_THRESHOLD    (1.0/4.0)\n          #define FXAA_SUBPIX              1\n          #define FXAA_SUBPIX_FASTER       0\n          #define FXAA_SUBPIX_CAP          (3.0/4.0)\n          #define FXAA_SUBPIX_TRIM         (1.0/4.0)\n      #endif\n      #if (FXAA_PRESET == 3)\n          #define FXAA_EDGE_THRESHOLD      (1.0/8.0)\n          #define FXAA_EDGE_THRESHOLD_MIN  (1.0/24.0)\n          #define FXAA_SEARCH_STEPS        16\n          #define FXAA_SEARCH_ACCELERATION 1\n          #define FXAA_SEARCH_THRESHOLD    (1.0/4.0)\n          #define FXAA_SUBPIX              1\n          #define FXAA_SUBPIX_FASTER       0\n          #define FXAA_SUBPIX_CAP          (3.0/4.0)\n          #define FXAA_SUBPIX_TRIM         (1.0/4.0)\n      #endif\n      #if (FXAA_PRESET == 4)\n          #define FXAA_EDGE_THRESHOLD      (1.0/8.0)\n          #define FXAA_EDGE_THRESHOLD_MIN  (1.0/24.0)\n          #define FXAA_SEARCH_STEPS        24\n          #define FXAA_SEARCH_ACCELERATION 1\n          #define FXAA_SEARCH_THRESHOLD    (1.0/4.0)\n          #define FXAA_SUBPIX              1\n          #define FXAA_SUBPIX_FASTER       0\n          #define FXAA_SUBPIX_CAP          (3.0/4.0)\n          #define FXAA_SUBPIX_TRIM         (1.0/4.0)\n      #endif\n      #if (FXAA_PRESET == 5)\n          #define FXAA_EDGE_THRESHOLD      (1.0/8.0)\n          #define FXAA_EDGE_THRESHOLD_MIN  (1.0/24.0)\n          #define FXAA_SEARCH_STEPS        32\n          #define FXAA_SEARCH_ACCELERATION 1\n          #define FXAA_SEARCH_THRESHOLD    (1.0/4.0)\n          #define FXAA_SUBPIX              1\n          #define FXAA_SUBPIX_FASTER       0\n          #define FXAA_SUBPIX_CAP          (3.0/4.0)\n          #define FXAA_SUBPIX_TRIM         (1.0/4.0)\n      #endif\n      #define FXAA_SUBPIX_TRIM_SCALE (1.0/(1.0 - FXAA_SUBPIX_TRIM))\n      float FxaaLuma(float3 rgb) {\n          return rgb.y * (0.587/0.299) + rgb.x; }\n      float3 FxaaLerp3(float3 a, float3 b, float amountOfA) {\n          return (FxaaToFloat3(-amountOfA) * b) +\n              ((a * FxaaToFloat3(amountOfA)) + b); }\n      float3 FxaaFilterReturn(float3 rgb) {\n          #if FXAA_SRGB_ROP\n              return FxaaSel3(\n                  rgb * FxaaToFloat3(1.0/12.92),\n                  FxaaPow3(\n                      rgb * FxaaToFloat3(1.0/1.055) + FxaaToFloat3(0.055/1.055),\n                      FxaaToFloat3(2.4)),\n                  rgb > FxaaToFloat3(0.04045));\n          #else\n              return rgb;\n          #endif\n      }\n      float3 FxaaPixelShader(\n      float2 pos,\n      FxaaTex tex,\n      float2 rcpFrame) {\n          float3 rgbN = FxaaTexOff(tex, pos.xy, FxaaInt2( 0,-1), rcpFrame).xyz;\n          float3 rgbW = FxaaTexOff(tex, pos.xy, FxaaInt2(-1, 0), rcpFrame).xyz;\n          float3 rgbM = FxaaTexOff(tex, pos.xy, FxaaInt2( 0, 0), rcpFrame).xyz;\n          float3 rgbE = FxaaTexOff(tex, pos.xy, FxaaInt2( 1, 0), rcpFrame).xyz;\n          float3 rgbS = FxaaTexOff(tex, pos.xy, FxaaInt2( 0, 1), rcpFrame).xyz;\n          float lumaN = FxaaLuma(rgbN);\n          float lumaW = FxaaLuma(rgbW);\n          float lumaM = FxaaLuma(rgbM);\n          float lumaE = FxaaLuma(rgbE);\n          float lumaS = FxaaLuma(rgbS);\n          float rangeMin = min(lumaM, min(min(lumaN, lumaW), min(lumaS, lumaE)));\n          float rangeMax = max(lumaM, max(max(lumaN, lumaW), max(lumaS, lumaE)));\n          float range = rangeMax - rangeMin;\n          #if FXAA_DEBUG\n              float lumaO = lumaM / (1.0 + (0.587/0.299));\n          #endif\n          if(range < max(FXAA_EDGE_THRESHOLD_MIN, rangeMax * FXAA_EDGE_THRESHOLD)) {\n              #if FXAA_DEBUG\n                  return FxaaFilterReturn(FxaaToFloat3(lumaO));\n              #endif\n              return FxaaFilterReturn(rgbM); }\n          #if FXAA_SUBPIX > 0\n              #if FXAA_SUBPIX_FASTER\n                  float3 rgbL = (rgbN + rgbW + rgbE + rgbS + rgbM) *\n                      FxaaToFloat3(1.0/5.0);\n              #else\n                  float3 rgbL = rgbN + rgbW + rgbM + rgbE + rgbS;\n              #endif\n          #endif\n          #if FXAA_SUBPIX != 0\n              float lumaL = (lumaN + lumaW + lumaE + lumaS) * 0.25;\n              float rangeL = abs(lumaL - lumaM);\n          #endif\n          #if FXAA_SUBPIX == 1\n              float blendL = max(0.0,\n                  (rangeL / range) - FXAA_SUBPIX_TRIM) * FXAA_SUBPIX_TRIM_SCALE;\n              blendL = min(FXAA_SUBPIX_CAP, blendL);\n          #endif\n          #if FXAA_SUBPIX == 2\n              float blendL = rangeL / range;\n          #endif\n          float3 rgbNW = FxaaTexOff(tex, pos.xy, FxaaInt2(-1,-1), rcpFrame).xyz;\n          float3 rgbNE = FxaaTexOff(tex, pos.xy, FxaaInt2( 1,-1), rcpFrame).xyz;\n          float3 rgbSW = FxaaTexOff(tex, pos.xy, FxaaInt2(-1, 1), rcpFrame).xyz;\n          float3 rgbSE = FxaaTexOff(tex, pos.xy, FxaaInt2( 1, 1), rcpFrame).xyz;\n          #if (FXAA_SUBPIX_FASTER == 0) && (FXAA_SUBPIX > 0)\n              rgbL += (rgbNW + rgbNE + rgbSW + rgbSE);\n              rgbL *= FxaaToFloat3(1.0/9.0);\n          #endif\n          float lumaNW = FxaaLuma(rgbNW);\n          float lumaNE = FxaaLuma(rgbNE);\n          float lumaSW = FxaaLuma(rgbSW);\n          float lumaSE = FxaaLuma(rgbSE);\n          float edgeVert =\n              abs((0.25 * lumaNW) + (-0.5 * lumaN) + (0.25 * lumaNE)) +\n              abs((0.50 * lumaW ) + (-1.0 * lumaM) + (0.50 * lumaE )) +\n              abs((0.25 * lumaSW) + (-0.5 * lumaS) + (0.25 * lumaSE));\n          float edgeHorz =\n              abs((0.25 * lumaNW) + (-0.5 * lumaW) + (0.25 * lumaSW)) +\n              abs((0.50 * lumaN ) + (-1.0 * lumaM) + (0.50 * lumaS )) +\n              abs((0.25 * lumaNE) + (-0.5 * lumaE) + (0.25 * lumaSE));\n          bool horzSpan = edgeHorz >= edgeVert;\n          float lengthSign = horzSpan ? -rcpFrame.y : -rcpFrame.x;\n          if(!horzSpan) lumaN = lumaW;\n          if(!horzSpan) lumaS = lumaE;\n          float gradientN = abs(lumaN - lumaM);\n          float gradientS = abs(lumaS - lumaM);\n          lumaN = (lumaN + lumaM) * 0.5;\n          lumaS = (lumaS + lumaM) * 0.5;\n          bool pairN = gradientN >= gradientS;\n          if(!pairN) lumaN = lumaS;\n          if(!pairN) gradientN = gradientS;\n          if(!pairN) lengthSign *= -1.0;\n          float2 posN;\n          posN.x = pos.x + (horzSpan ? 0.0 : lengthSign * 0.5);\n          posN.y = pos.y + (horzSpan ? lengthSign * 0.5 : 0.0);\n          gradientN *= FXAA_SEARCH_THRESHOLD;\n          float2 posP = posN;\n          float2 offNP = horzSpan ?\n              FxaaFloat2(rcpFrame.x, 0.0) :\n              FxaaFloat2(0.0, rcpFrame.y);\n          float lumaEndN = lumaN;\n          float lumaEndP = lumaN;\n          bool doneN = false;\n          bool doneP = false;\n          #if FXAA_SEARCH_ACCELERATION == 1\n              posN += offNP * FxaaFloat2(-1.0, -1.0);\n              posP += offNP * FxaaFloat2( 1.0,  1.0);\n          #endif\n          #if FXAA_SEARCH_ACCELERATION == 2\n              posN += offNP * FxaaFloat2(-1.5, -1.5);\n              posP += offNP * FxaaFloat2( 1.5,  1.5);\n              offNP *= FxaaFloat2(2.0, 2.0);\n          #endif\n          #if FXAA_SEARCH_ACCELERATION == 3\n              posN += offNP * FxaaFloat2(-2.0, -2.0);\n              posP += offNP * FxaaFloat2( 2.0,  2.0);\n              offNP *= FxaaFloat2(3.0, 3.0);\n          #endif\n          #if FXAA_SEARCH_ACCELERATION == 4\n              posN += offNP * FxaaFloat2(-2.5, -2.5);\n              posP += offNP * FxaaFloat2( 2.5,  2.5);\n              offNP *= FxaaFloat2(4.0, 4.0);\n          #endif\n          for(int i = 0; i < FXAA_SEARCH_STEPS; i++) {\n              #if FXAA_SEARCH_ACCELERATION == 1\n                  if(!doneN) lumaEndN =\n                      FxaaLuma(FxaaTexLod0(tex, posN.xy).xyz);\n                  if(!doneP) lumaEndP =\n                      FxaaLuma(FxaaTexLod0(tex, posP.xy).xyz);\n              #else\n                  if(!doneN) lumaEndN =\n                      FxaaLuma(FxaaTexGrad(tex, posN.xy, offNP).xyz);\n                  if(!doneP) lumaEndP =\n                      FxaaLuma(FxaaTexGrad(tex, posP.xy, offNP).xyz);\n              #endif\n              doneN = doneN || (abs(lumaEndN - lumaN) >= gradientN);\n              doneP = doneP || (abs(lumaEndP - lumaN) >= gradientN);\n              if(doneN && doneP) break;\n              if(!doneN) posN -= offNP;\n              if(!doneP) posP += offNP; }\n          float dstN = horzSpan ? pos.x - posN.x : pos.y - posN.y;\n          float dstP = horzSpan ? posP.x - pos.x : posP.y - pos.y;\n          bool directionN = dstN < dstP;\n          lumaEndN = directionN ? lumaEndN : lumaEndP;\n          if(((lumaM - lumaN) < 0.0) == ((lumaEndN - lumaN) < 0.0))\n              lengthSign = 0.0;\n          float spanLength = (dstP + dstN);\n          dstN = directionN ? dstN : dstP;\n          float subPixelOffset = (0.5 + (dstN * (-1.0/spanLength))) * lengthSign;\n          float3 rgbF = FxaaTexLod0(tex, FxaaFloat2(\n              pos.x + (horzSpan ? 0.0 : subPixelOffset),\n              pos.y + (horzSpan ? subPixelOffset : 0.0))).xyz;\n          #if FXAA_SUBPIX == 0\n              return FxaaFilterReturn(rgbF);\n          #else\n              return FxaaFilterReturn(FxaaLerp3(rgbL, rgbF, blendL));\n          #endif\n      }\n  #endif\n  varying vec2 v_uv;\n  uniform sampler2D outputResultMap;\nvoid texcoords(vec2 fragCoord, vec2 resolution,\n      out vec2 v_rgbNW, out vec2 v_rgbNE,\n      out vec2 v_rgbSW, out vec2 v_rgbSE,\n      out vec2 v_rgbM) {\n        vec2 inverseVP = 1.0 / resolution.xy;\n        v_rgbNW = (fragCoord + vec2(-1.0, -1.0)) * inverseVP;\n        v_rgbNE = (fragCoord + vec2(1.0, -1.0)) * inverseVP;\n        v_rgbSW = (fragCoord + vec2(-1.0, 1.0)) * inverseVP;\n        v_rgbSE = (fragCoord + vec2(1.0, 1.0)) * inverseVP;\n        v_rgbM = vec2(fragCoord * inverseVP);\n}\nvoid main () {\n    #if ANTIALIAS_TYPE == 1\n      mediump vec2 v_rgbNW;\n      mediump vec2 v_rgbNE;\n      mediump vec2 v_rgbSW;\n      mediump vec2 v_rgbSE;\n      mediump vec2 v_rgbM;\n      vec2 resolution = cc_screenSize.xy;\n      vec2 fragCoord = v_uv * resolution;\n      texcoords(fragCoord, resolution, v_rgbNW, v_rgbNE, v_rgbSW, v_rgbSE, v_rgbM);\n      gl_FragColor = fxaa(outputResultMap, fragCoord, resolution, v_rgbNW, v_rgbNE, v_rgbSW, v_rgbSE, v_rgbM);\n    #elif ANTIALIAS_TYPE == 2\n      vec3 color = FxaaPixelShader(v_uv, outputResultMap, 1.0 / cc_screenSize.xy);\n      gl_FragColor = vec4(color, texture2D(outputResultMap, v_uv).a);\n    #else\n      gl_FragColor = texture2D(outputResultMap, v_uv);\n    #endif\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": 44,
          "CC_EFFECT_USED_FRAGMENT_UNIFORM_VECTORS": 44
        }
      },
      "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_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": "ANTIALIAS_TYPE",
          "type": "number",
          "defines": [],
          "range": [
            0,
            3
          ]
        },
        {
          "name": "FXAA_DEBUG",
          "type": "boolean",
          "defines": []
        }
      ],
      "name": "pipeline/post-process|post-process-vs|post-process-fs"
    }
  ],
  "combinations": [],
  "hideInEditor": false
}