{
  "__type__": "cc.EffectAsset",
  "_name": "for2d/builtin-sprite",
  "_objFlags": 0,
  "__editorExtras__": {},
  "_native": "",
  "techniques": [
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          "blendState": {
            "targets": [
              {
                "blend": true,
                "blendSrc": 2,
                "blendDst": 4,
                "blendDstAlpha": 4
              }
            ]
          },
          "rasterizerState": {
            "cullMode": 0
          },
          "program": "for2d/builtin-sprite|sprite-vs:vert|sprite-fs:frag",
          "depthStencilState": {
            "depthTest": false,
            "depthWrite": false
          },
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            "alphaThreshold": {
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  "shaders": [
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      "attributes": [
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      "varyings": [
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      "fragColors": [
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      "descriptors": [
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          "samplerTextures": [
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          "blocks": [
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              "name": "CCGlobal",
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                  "name": "cc_time",
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                  "precision": "highp "
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                  "name": "cc_screenSize",
                  "typename": "vec4",
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                  "precision": "mediump "
                },
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                  "name": "cc_nativeSize",
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                },
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                  "name": "cc_probeInfo",
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                },
                {
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                }
              ],
              "defines": [],
              "stageFlags": 1
            },
            {
              "tags": {
                "builtin": "global"
              },
              "name": "CCCamera",
              "members": [
                {
                  "name": "cc_matView",
                  "typename": "mat4",
                  "type": 25,
                  "count": 1,
                  "precision": "highp "
                },
                {
                  "name": "cc_matViewInv",
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                },
                {
                  "name": "cc_exposure",
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                  "precision": "mediump "
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                {
                  "name": "cc_mainLitDir",
                  "typename": "vec4",
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                {
                  "name": "cc_mainLitColor",
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                {
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                  "typename": "vec4",
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                  "name": "cc_fogColor",
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                  "name": "cc_fogAdd",
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      "hash": 2249878161,
      "glsl4": {
        "vert": "\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#if USE_LOCAL\n  layout(set = 2, binding = 0) uniform CCLocal {\n    highp mat4 cc_matWorld;\n    highp mat4 cc_matWorldIT;\n    highp vec4 cc_lightingMapUVParam;\n    highp vec4 cc_localShadowBias;\n    highp vec4 cc_reflectionProbeData1;\n    highp vec4 cc_reflectionProbeData2;\n    highp vec4 cc_reflectionProbeBlendData1;\n    highp vec4 cc_reflectionProbeBlendData2;\n  };\n#endif\n#if SAMPLE_FROM_RT\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#endif\nlayout(location = 0) in vec3 a_position;\nlayout(location = 1) in vec2 a_texCoord;\nlayout(location = 2) in vec4 a_color;\nlayout(location = 0) out vec4 color;\nlayout(location = 1) out vec2 uv0;\nvec4 vert () {\n  vec4 pos = vec4(a_position, 1);\n  #if USE_LOCAL\n    pos = cc_matWorld * pos;\n  #endif\n  #if USE_PIXEL_ALIGNMENT\n    pos = cc_matView * pos;\n    pos.xyz = floor(pos.xyz);\n    pos = cc_matProj * pos;\n  #else\n    pos = cc_matViewProj * pos;\n  #endif\n  uv0 = a_texCoord;\n  #if SAMPLE_FROM_RT\n    uv0 = cc_cameraPos.w > 1.0 ? vec2(uv0.x, 1.0 - uv0.y) : uv0;\n  #endif\n  color = a_color;\n  return pos;\n}\nvoid main() { gl_Position = vert(); }",
        "frag": "\nprecision highp float;\nvec4 CCSampleWithAlphaSeparated(sampler2D tex, vec2 uv) {\n#if CC_USE_EMBEDDED_ALPHA\n  return vec4(texture(tex, uv).rgb, texture(tex, uv + vec2(0.0, 0.5)).r);\n#else\n  return texture(tex, uv);\n#endif\n}\n#if USE_ALPHA_TEST\n  layout(set = 1, binding = 0) uniform ALPHA_TEST_DATA {\n    float alphaThreshold;\n  };\n#endif\nvoid ALPHA_TEST (in vec4 color) {\n  #if USE_ALPHA_TEST\n    if (color.a < alphaThreshold) discard;\n  #endif\n}\nvoid ALPHA_TEST (in float alpha) {\n  #if USE_ALPHA_TEST\n    if (alpha < alphaThreshold) discard;\n  #endif\n}\nlayout(location = 0) in vec4 color;\n#if USE_TEXTURE\n  layout(location = 1) in vec2 uv0;\n  layout(set = 2, binding = 12) uniform sampler2D cc_spriteTexture;\n#endif\nvec4 frag () {\n  vec4 o = vec4(1, 1, 1, 1);\n  #if USE_TEXTURE\n    o *= CCSampleWithAlphaSeparated(cc_spriteTexture, uv0);\n    #if IS_GRAY\n      float gray  = 0.2126 * o.r + 0.7152 * o.g + 0.0722 * o.b;\n      o.r = o.g = o.b = gray;\n    #endif\n  #endif\n  o *= color;\n  ALPHA_TEST(o);\n  return o;\n}\nlayout(location = 0) out vec4 cc_FragColor;\nvoid main() { cc_FragColor = frag(); }"
      },
      "glsl3": {
        "vert": "\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#if USE_LOCAL\n  layout(std140) uniform CCLocal {\n    highp mat4 cc_matWorld;\n    highp mat4 cc_matWorldIT;\n    highp vec4 cc_lightingMapUVParam;\n    highp vec4 cc_localShadowBias;\n    highp vec4 cc_reflectionProbeData1;\n    highp vec4 cc_reflectionProbeData2;\n    highp vec4 cc_reflectionProbeBlendData1;\n    highp vec4 cc_reflectionProbeBlendData2;\n  };\n#endif\n#if SAMPLE_FROM_RT\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#endif\nin vec3 a_position;\nin vec2 a_texCoord;\nin vec4 a_color;\nout vec4 color;\nout vec2 uv0;\nvec4 vert () {\n  vec4 pos = vec4(a_position, 1);\n  #if USE_LOCAL\n    pos = cc_matWorld * pos;\n  #endif\n  #if USE_PIXEL_ALIGNMENT\n    pos = cc_matView * pos;\n    pos.xyz = floor(pos.xyz);\n    pos = cc_matProj * pos;\n  #else\n    pos = cc_matViewProj * pos;\n  #endif\n  uv0 = a_texCoord;\n  #if SAMPLE_FROM_RT\n    uv0 = cc_cameraPos.w > 1.0 ? vec2(uv0.x, 1.0 - uv0.y) : uv0;\n  #endif\n  color = a_color;\n  return pos;\n}\nvoid main() { gl_Position = vert(); }",
        "frag": "\nprecision highp float;\nvec4 CCSampleWithAlphaSeparated(sampler2D tex, vec2 uv) {\n#if CC_USE_EMBEDDED_ALPHA\n  return vec4(texture(tex, uv).rgb, texture(tex, uv + vec2(0.0, 0.5)).r);\n#else\n  return texture(tex, uv);\n#endif\n}\n#if USE_ALPHA_TEST\n  layout(std140) uniform ALPHA_TEST_DATA {\n    float alphaThreshold;\n  };\n#endif\nvoid ALPHA_TEST (in vec4 color) {\n  #if USE_ALPHA_TEST\n    if (color.a < alphaThreshold) discard;\n  #endif\n}\nvoid ALPHA_TEST (in float alpha) {\n  #if USE_ALPHA_TEST\n    if (alpha < alphaThreshold) discard;\n  #endif\n}\nin vec4 color;\n#if USE_TEXTURE\n  in vec2 uv0;\n  uniform sampler2D cc_spriteTexture;\n#endif\nvec4 frag () {\n  vec4 o = vec4(1, 1, 1, 1);\n  #if USE_TEXTURE\n    o *= CCSampleWithAlphaSeparated(cc_spriteTexture, uv0);\n    #if IS_GRAY\n      float gray  = 0.2126 * o.r + 0.7152 * o.g + 0.0722 * o.b;\n      o.r = o.g = o.b = gray;\n    #endif\n  #endif\n  o *= color;\n  ALPHA_TEST(o);\n  return o;\n}\nlayout(location = 0) out vec4 cc_FragColor;\nvoid main() { cc_FragColor = frag(); }"
      },
      "glsl1": {
        "vert": "\nprecision highp float;\nuniform highp mat4 cc_matView;\n  uniform highp mat4 cc_matProj;\n  uniform highp mat4 cc_matViewProj;\n  uniform highp vec4 cc_cameraPos;\n#if USE_LOCAL\n  uniform highp mat4 cc_matWorld;\n#endif\n#if SAMPLE_FROM_RT\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#endif\nattribute vec3 a_position;\nattribute vec2 a_texCoord;\nattribute vec4 a_color;\nvarying vec4 color;\nvarying vec2 uv0;\nvec4 vert () {\n  vec4 pos = vec4(a_position, 1);\n  #if USE_LOCAL\n    pos = cc_matWorld * pos;\n  #endif\n  #if USE_PIXEL_ALIGNMENT\n    pos = cc_matView * pos;\n    pos.xyz = floor(pos.xyz);\n    pos = cc_matProj * pos;\n  #else\n    pos = cc_matViewProj * pos;\n  #endif\n  uv0 = a_texCoord;\n  #if SAMPLE_FROM_RT\n    uv0 = cc_cameraPos.w > 1.0 ? vec2(uv0.x, 1.0 - uv0.y) : uv0;\n  #endif\n  color = a_color;\n  return pos;\n}\nvoid main() { gl_Position = vert(); }",
        "frag": "\nprecision highp float;\nvec4 CCSampleWithAlphaSeparated(sampler2D tex, vec2 uv) {\n#if CC_USE_EMBEDDED_ALPHA\n  return vec4(texture2D(tex, uv).rgb, texture2D(tex, uv + vec2(0.0, 0.5)).r);\n#else\n  return texture2D(tex, uv);\n#endif\n}\n#if USE_ALPHA_TEST\n      uniform float alphaThreshold;\n#endif\nvoid ALPHA_TEST (in vec4 color) {\n  #if USE_ALPHA_TEST\n    if (color.a < alphaThreshold) discard;\n  #endif\n}\nvoid ALPHA_TEST (in float alpha) {\n  #if USE_ALPHA_TEST\n    if (alpha < alphaThreshold) discard;\n  #endif\n}\nvarying vec4 color;\n#if USE_TEXTURE\n  varying vec2 uv0;\n  uniform sampler2D cc_spriteTexture;\n#endif\nvec4 frag () {\n  vec4 o = vec4(1, 1, 1, 1);\n  #if USE_TEXTURE\n    o *= CCSampleWithAlphaSeparated(cc_spriteTexture, uv0);\n    #if IS_GRAY\n      float gray  = 0.2126 * o.r + 0.7152 * o.g + 0.0722 * o.b;\n      o.r = o.g = o.b = gray;\n    #endif\n  #endif\n  o *= color;\n  ALPHA_TEST(o);\n  return o;\n}\nvoid main() { gl_FragColor = frag(); }"
      },
      "builtins": {
        "globals": {
          "blocks": [
            {
              "name": "CCGlobal",
              "defines": []
            },
            {
              "name": "CCCamera",
              "defines": []
            }
          ],
          "samplerTextures": [],
          "buffers": [],
          "images": []
        },
        "locals": {
          "blocks": [
            {
              "name": "CCLocal",
              "defines": [
                "USE_LOCAL"
              ]
            }
          ],
          "samplerTextures": [
            {
              "name": "cc_spriteTexture",
              "defines": [
                "USE_TEXTURE"
              ]
            }
          ],
          "buffers": [],
          "images": []
        },
        "statistics": {
          "CC_EFFECT_USED_VERTEX_UNIFORM_VECTORS": 56,
          "CC_EFFECT_USED_FRAGMENT_UNIFORM_VECTORS": 1
        }
      },
      "defines": [
        {
          "name": "USE_LOCAL",
          "type": "boolean",
          "defines": []
        },
        {
          "name": "SAMPLE_FROM_RT",
          "type": "boolean",
          "defines": []
        },
        {
          "name": "USE_PIXEL_ALIGNMENT",
          "type": "boolean",
          "defines": []
        },
        {
          "name": "CC_USE_EMBEDDED_ALPHA",
          "type": "boolean",
          "defines": []
        },
        {
          "name": "USE_ALPHA_TEST",
          "type": "boolean",
          "defines": []
        },
        {
          "name": "USE_TEXTURE",
          "type": "boolean",
          "defines": []
        },
        {
          "name": "IS_GRAY",
          "type": "boolean",
          "defines": [
            "USE_TEXTURE"
          ]
        }
      ],
      "name": "for2d/builtin-sprite|sprite-vs:vert|sprite-fs:frag"
    }
  ],
  "combinations": [
    {}
  ],
  "hideInEditor": false
}