{
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  "__editorExtras__": {},
  "_native": "",
  "techniques": [
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                "blendSrc": 2,
                "blendDst": 4,
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              }
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            "depthTest": true,
            "depthWrite": false
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        }
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      "varyings": [
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                  "precision": "highp "
                },
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                  "name": "cc_matProj",
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                },
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                  "precision": "mediump "
                },
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                  "typename": "vec4",
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                  "precision": "mediump "
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                  "name": "cc_ambientSky",
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                  "precision": "mediump "
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      "glsl4": {
        "vert": "\nprecision mediump 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};\nlayout(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};\nlayout(location = 0) in vec3 a_position;\nlayout(location = 0) out vec4 wposition;\nvec4 vert () {\n  vec3 worldPos;\n  worldPos.x = cc_matWorld[3][0] + a_position.x;\n  worldPos.y = cc_matWorld[3][1] + a_position.y;\n  worldPos.z = cc_matWorld[3][2] + a_position.z;\n  worldPos.y += 0.01;\n  vec4 pos = vec4(worldPos, 1);\n  pos = cc_matViewProj * pos;\n  wposition = vec4(worldPos, 1);\n  return pos;\n}\nvoid main() { gl_Position = vert(); }",
        "frag": "\nprecision mediump float;\nlayout(set = 0, binding = 0) uniform CCGlobal {\n  highp   vec4 cc_time;\n  mediump vec4 cc_screenSize;\n  mediump vec4 cc_nativeSize;\n  mediump vec4 cc_probeInfo;\n  mediump vec4 cc_debug_view_mode;\n};\nlayout(set = 0, binding = 1) uniform CCCamera {\n  highp   mat4 cc_matView;\n  highp   mat4 cc_matViewInv;\n  highp   mat4 cc_matProj;\n  highp   mat4 cc_matProjInv;\n  highp   mat4 cc_matViewProj;\n  highp   mat4 cc_matViewProjInv;\n  highp   vec4 cc_cameraPos;\n  mediump vec4 cc_surfaceTransform;\n  mediump vec4 cc_screenScale;\n  mediump vec4 cc_exposure;\n  mediump vec4 cc_mainLitDir;\n  mediump vec4 cc_mainLitColor;\n  mediump vec4 cc_ambientSky;\n  mediump vec4 cc_ambientGround;\n  mediump vec4 cc_fogColor;\n  mediump vec4 cc_fogBase;\n  mediump vec4 cc_fogAdd;\n  mediump vec4 cc_nearFar;\n  mediump vec4 cc_viewPort;\n};\nvec4 CCFragOutput (vec4 color) {\n  return color;\n}\nlayout(location = 0) in vec4 wposition;\nlayout(set = 1, binding = 0) uniform TexCoords {\n  vec4 BrushPos;\n  vec4 BrushParams;\n};\nlayout(set = 1, binding = 1) uniform sampler2D BrushImage;\nvec4 frag () {\n  float Radius = BrushParams.x;\n  float Falloff = BrushParams.y;\n  float Rotation = BrushParams.z;\n  float DeltaU = BrushPos.x - wposition.x;\n  float DeltaV = BrushPos.z - wposition.z;\n  if (Rotation != 0.0) {\n    float sine = sin(Rotation);\n    float cosine = cos(Rotation);\n    float _11 = cosine, _21 = sine;\n    float _12 = -sine, _22 = cosine;\n    float tmpx = DeltaU * _11 + DeltaV * _21;\n    float tmpz = DeltaU * _12 + DeltaV * _22;\n    DeltaU = tmpx;\n    DeltaV = tmpz;\n  }\n  float k = 0.0;\n  if (abs(DeltaU) < Radius && abs(DeltaV) < Radius) {\n    float u = DeltaU / Radius * 0.5 + 0.5;\n    float v = DeltaV / Radius * 0.5 + 0.5;\n    k = texture(BrushImage, vec2(u, v)).r;\n  }\n  vec4 color = vec4(0, 0, 0, 0);\n  color.rgb = vec3(100, 100, 135) / 255.0;\n  color.a = 0.85 * k;\n  return CCFragOutput(color);\n}\nlayout(location = 0) out vec4 cc_FragColor;\nvoid main() { cc_FragColor = frag(); }"
      },
      "glsl3": {
        "vert": "\nprecision mediump 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};\nlayout(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};\nin vec3 a_position;\nout vec4 wposition;\nvec4 vert () {\n  vec3 worldPos;\n  worldPos.x = cc_matWorld[3][0] + a_position.x;\n  worldPos.y = cc_matWorld[3][1] + a_position.y;\n  worldPos.z = cc_matWorld[3][2] + a_position.z;\n  worldPos.y += 0.01;\n  vec4 pos = vec4(worldPos, 1);\n  pos = cc_matViewProj * pos;\n  wposition = vec4(worldPos, 1);\n  return pos;\n}\nvoid main() { gl_Position = vert(); }",
        "frag": "\nprecision mediump float;\nlayout(std140) uniform CCGlobal {\n  highp   vec4 cc_time;\n  mediump vec4 cc_screenSize;\n  mediump vec4 cc_nativeSize;\n  mediump vec4 cc_probeInfo;\n  mediump vec4 cc_debug_view_mode;\n};\nlayout(std140) uniform CCCamera {\n  highp   mat4 cc_matView;\n  highp   mat4 cc_matViewInv;\n  highp   mat4 cc_matProj;\n  highp   mat4 cc_matProjInv;\n  highp   mat4 cc_matViewProj;\n  highp   mat4 cc_matViewProjInv;\n  highp   vec4 cc_cameraPos;\n  mediump vec4 cc_surfaceTransform;\n  mediump vec4 cc_screenScale;\n  mediump vec4 cc_exposure;\n  mediump vec4 cc_mainLitDir;\n  mediump vec4 cc_mainLitColor;\n  mediump vec4 cc_ambientSky;\n  mediump vec4 cc_ambientGround;\n  mediump vec4 cc_fogColor;\n  mediump vec4 cc_fogBase;\n  mediump vec4 cc_fogAdd;\n  mediump vec4 cc_nearFar;\n  mediump vec4 cc_viewPort;\n};\nvec4 CCFragOutput (vec4 color) {\n  return color;\n}\nin vec4 wposition;\nlayout(std140) uniform TexCoords {\n  vec4 BrushPos;\n  vec4 BrushParams;\n};\nuniform sampler2D BrushImage;\nvec4 frag () {\n  float Radius = BrushParams.x;\n  float Falloff = BrushParams.y;\n  float Rotation = BrushParams.z;\n  float DeltaU = BrushPos.x - wposition.x;\n  float DeltaV = BrushPos.z - wposition.z;\n  if (Rotation != 0.0) {\n    float sine = sin(Rotation);\n    float cosine = cos(Rotation);\n    float _11 = cosine, _21 = sine;\n    float _12 = -sine, _22 = cosine;\n    float tmpx = DeltaU * _11 + DeltaV * _21;\n    float tmpz = DeltaU * _12 + DeltaV * _22;\n    DeltaU = tmpx;\n    DeltaV = tmpz;\n  }\n  float k = 0.0;\n  if (abs(DeltaU) < Radius && abs(DeltaV) < Radius) {\n    float u = DeltaU / Radius * 0.5 + 0.5;\n    float v = DeltaV / Radius * 0.5 + 0.5;\n    k = texture(BrushImage, vec2(u, v)).r;\n  }\n  vec4 color = vec4(0, 0, 0, 0);\n  color.rgb = vec3(100, 100, 135) / 255.0;\n  color.a = 0.85 * k;\n  return CCFragOutput(color);\n}\nlayout(location = 0) out vec4 cc_FragColor;\nvoid main() { cc_FragColor = frag(); }"
      },
      "glsl1": {
        "vert": "\nprecision mediump float;\nuniform highp mat4 cc_matViewProj;\nuniform highp mat4 cc_matWorld;\nattribute vec3 a_position;\nvarying vec4 wposition;\nvec4 vert () {\n  vec3 worldPos;\n  worldPos.x = cc_matWorld[3][0] + a_position.x;\n  worldPos.y = cc_matWorld[3][1] + a_position.y;\n  worldPos.z = cc_matWorld[3][2] + a_position.z;\n  worldPos.y += 0.01;\n  vec4 pos = vec4(worldPos, 1);\n  pos = cc_matViewProj * pos;\n  wposition = vec4(worldPos, 1);\n  return pos;\n}\nvoid main() { gl_Position = vert(); }",
        "frag": "\nprecision mediump float;\nvec4 CCFragOutput (vec4 color) {\n  return color;\n}\nvarying vec4 wposition;\n   uniform vec4 BrushPos;\n   uniform vec4 BrushParams;\nuniform sampler2D BrushImage;\nvec4 frag () {\n  float Radius = BrushParams.x;\n  float Falloff = BrushParams.y;\n  float Rotation = BrushParams.z;\n  float DeltaU = BrushPos.x - wposition.x;\n  float DeltaV = BrushPos.z - wposition.z;\n  if (Rotation != 0.0) {\n    float sine = sin(Rotation);\n    float cosine = cos(Rotation);\n    float _11 = cosine, _21 = sine;\n    float _12 = -sine, _22 = cosine;\n    float tmpx = DeltaU * _11 + DeltaV * _21;\n    float tmpz = DeltaU * _12 + DeltaV * _22;\n    DeltaU = tmpx;\n    DeltaV = tmpz;\n  }\n  float k = 0.0;\n  if (abs(DeltaU) < Radius && abs(DeltaV) < Radius) {\n    float u = DeltaU / Radius * 0.5 + 0.5;\n    float v = DeltaV / Radius * 0.5 + 0.5;\n    k = texture2D(BrushImage, vec2(u, v)).r;\n  }\n  vec4 color = vec4(0, 0, 0, 0);\n  color.rgb = vec3(100, 100, 135) / 255.0;\n  color.a = 0.85 * k;\n  return CCFragOutput(color);\n}\nvoid main() { gl_FragColor = frag(); }"
      },
      "builtins": {
        "globals": {
          "blocks": [
            {
              "name": "CCGlobal",
              "defines": []
            },
            {
              "name": "CCCamera",
              "defines": []
            }
          ],
          "samplerTextures": [],
          "buffers": [],
          "images": []
        },
        "locals": {
          "blocks": [
            {
              "name": "CCLocal",
              "defines": []
            }
          ],
          "samplerTextures": [],
          "buffers": [],
          "images": []
        },
        "statistics": {
          "CC_EFFECT_USED_VERTEX_UNIFORM_VECTORS": 56,
          "CC_EFFECT_USED_FRAGMENT_UNIFORM_VECTORS": 44
        }
      },
      "defines": [],
      "name": "internal/editor/terrain-image-brush|terrain-brush-vs:vert|terrain-brush-fs:frag"
    }
  ],
  "combinations": [],
  "hideInEditor": true
}