__builtin-editor-gizmo-line.effect.meta 6.6 KB

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  1. {
  2. "ver": "1.0.15",
  3. "uuid": "430eccbf-bf2c-4e6e-8c0c-884bbb487f32",
  4. "compiledShaders": [
  5. {
  6. "vert": "\n#define _IS_VERT_SHADER 1\n\n precision highp float;\n\n \n\nuniform mat4 cc_matView;\n\nuniform mat4 cc_matViewProj;\n\nuniform vec3 cc_cameraPos; \n\nuniform vec3 cc_sceneAmbient; \n\n \n\nuniform mat4 cc_matWorld;\nuniform mat3 cc_matWorldIT;\n\n \n\n#ifndef USE_DIFFUSE_TEXTURE\n #ifndef USE_EMISSIVE_TEXTURE\n #ifndef USE_SPECULAR_TEXTURE\n #ifndef USE_NORMAL_TEXTURE\n #define _NOT_USE_TEXTURE 1\n #endif\n #endif\n #endif\n#endif\n\n#if USE_TILING_OFFSET && _USE_ATTRIBUTE_UV0\n uniform vec2 mainTiling;\n uniform vec2 mainOffset;\n#endif\n\n#ifdef _IS_VERT_SHADER\n attribute vec3 a_position;\n#endif\n\n#ifndef _NOT_USE_TEXTURE\n\n #if _USE_ATTRIBUTE_UV0\n #ifdef _IS_VERT_SHADER\n attribute mediump vec2 a_uv0;\n #endif\n\n varying mediump vec2 v_uv0;\n #endif\n\n#endif\n\n#if _USE_ATTRIBUTE_COLOR\n\n #ifdef _IS_VERT_SHADER\n attribute lowp vec4 a_color;\n #endif\n\n varying lowp vec4 v_color;\n#endif\n\n#if _USE_ATTRIBUTE_NORMAL\n #ifdef _IS_VERT_SHADER\n attribute vec3 a_normal;\n #endif\n#endif\n\n#ifdef _IS_VERT_SHADER\n\n void ATTRIBUTE_TO_VARYING () {\n\n #if _USE_ATTRIBUTE_COLOR\n v_color = a_color;\n #endif\n\n #ifndef _NOT_USE_TEXTURE\n #if _USE_ATTRIBUTE_UV0\n v_uv0 = a_uv0;\n\n #if USE_TILING_OFFSET\n v_uv0 = v_uv0 * mainTiling + mainOffset;\n #endif\n #endif\n #endif\n\n }\n\n#endif\n\nvoid MUL_ATTR_COLOR (inout vec4 color) {\n #if _USE_ATTRIBUTE_COLOR\n #ifdef _IS_VERT_SHADER\n color *= a_color;\n #else\n color *= v_color;\n #endif\n #endif\n}\n\nvoid MUL_ATTR_NORMAL (inout vec3 normal) {\n #if _USE_ATTRIBUTE_NORMAL\n #ifdef _IS_VERT_SHADER\n normal *= a_normal;\n #endif\n #endif\n}\nvoid MUL_ATTR_NORMAL (inout vec4 normal) {\n #if _USE_ATTRIBUTE_NORMAL\n #ifdef _IS_VERT_SHADER\n normal.xyz *= a_normal;\n #endif\n #endif\n}\n\n void main () {\n gl_Position = cc_matViewProj * cc_matWorld * vec4(a_position, 1);\n gl_Position.z -= 0.0001;\n }\n\n\n",
  7. "frag": "\n#define _IS_FRAG_SHADER 1\n\n precision highp float;\n \n \n\nvec3 gammaToLinearSpaceRGB(in vec3 sRGB) { \n return sRGB * (sRGB * (sRGB * 0.305306011 + 0.682171111) + 0.012522878);\n}\n\nvec3 linearToGammaSpaceRGB(in vec3 RGB) { \n vec3 S1 = sqrt(RGB);\n vec3 S2 = sqrt(S1);\n vec3 S3 = sqrt(S2);\n return 0.585122381 * S1 + 0.783140355 * S2 - 0.368262736 * S3;\n}\n\nvec4 gammaToLinearSpaceRGBA(in vec4 sRGBA) {\n return vec4(gammaToLinearSpaceRGB(sRGBA.rgb), sRGBA.a);\n}\n\nvec4 linearToGammaSpaceRGBA(in vec4 RGBA) {\n return vec4(linearToGammaSpaceRGB(RGBA.rgb), RGBA.a);\n}\n\nvec4 linearToLinear (in vec4 value) {\n return value;\n}\n\n#if INPUT_IS_GAMMA\n #define TEXEL_TO_LINEAR gammaToLinearSpaceRGBA\n#else\n #define TEXEL_TO_LINEAR linearToLinear\n#endif\n\n#if OUTPUT_TO_GAMMA\n #define LINEAR_TO_OUTPUT_TEXEL linearToGammaSpaceRGBA\n#else\n #define LINEAR_TO_OUTPUT_TEXEL linearToLinear\n#endif\n\n uniform vec4 diffuseColor;\n vec4 front() {\n return LINEAR_TO_OUTPUT_TEXEL(diffuseColor);\n }\n vec4 back() {\n return LINEAR_TO_OUTPUT_TEXEL(vec4(diffuseColor.rgb, diffuseColor.a * 0.2));\n }\n\nvoid main() { gl_FragColor = front(); }\n\n\n"
  8. },
  9. {
  10. "vert": "\n#define _IS_VERT_SHADER 1\n\n precision highp float;\n\n \n\nuniform mat4 cc_matView;\n\nuniform mat4 cc_matViewProj;\n\nuniform vec3 cc_cameraPos; \n\nuniform vec3 cc_sceneAmbient; \n\n \n\nuniform mat4 cc_matWorld;\nuniform mat3 cc_matWorldIT;\n\n \n\n#ifndef USE_DIFFUSE_TEXTURE\n #ifndef USE_EMISSIVE_TEXTURE\n #ifndef USE_SPECULAR_TEXTURE\n #ifndef USE_NORMAL_TEXTURE\n #define _NOT_USE_TEXTURE 1\n #endif\n #endif\n #endif\n#endif\n\n#if USE_TILING_OFFSET && _USE_ATTRIBUTE_UV0\n uniform vec2 mainTiling;\n uniform vec2 mainOffset;\n#endif\n\n#ifdef _IS_VERT_SHADER\n attribute vec3 a_position;\n#endif\n\n#ifndef _NOT_USE_TEXTURE\n\n #if _USE_ATTRIBUTE_UV0\n #ifdef _IS_VERT_SHADER\n attribute mediump vec2 a_uv0;\n #endif\n\n varying mediump vec2 v_uv0;\n #endif\n\n#endif\n\n#if _USE_ATTRIBUTE_COLOR\n\n #ifdef _IS_VERT_SHADER\n attribute lowp vec4 a_color;\n #endif\n\n varying lowp vec4 v_color;\n#endif\n\n#if _USE_ATTRIBUTE_NORMAL\n #ifdef _IS_VERT_SHADER\n attribute vec3 a_normal;\n #endif\n#endif\n\n#ifdef _IS_VERT_SHADER\n\n void ATTRIBUTE_TO_VARYING () {\n\n #if _USE_ATTRIBUTE_COLOR\n v_color = a_color;\n #endif\n\n #ifndef _NOT_USE_TEXTURE\n #if _USE_ATTRIBUTE_UV0\n v_uv0 = a_uv0;\n\n #if USE_TILING_OFFSET\n v_uv0 = v_uv0 * mainTiling + mainOffset;\n #endif\n #endif\n #endif\n\n }\n\n#endif\n\nvoid MUL_ATTR_COLOR (inout vec4 color) {\n #if _USE_ATTRIBUTE_COLOR\n #ifdef _IS_VERT_SHADER\n color *= a_color;\n #else\n color *= v_color;\n #endif\n #endif\n}\n\nvoid MUL_ATTR_NORMAL (inout vec3 normal) {\n #if _USE_ATTRIBUTE_NORMAL\n #ifdef _IS_VERT_SHADER\n normal *= a_normal;\n #endif\n #endif\n}\nvoid MUL_ATTR_NORMAL (inout vec4 normal) {\n #if _USE_ATTRIBUTE_NORMAL\n #ifdef _IS_VERT_SHADER\n normal.xyz *= a_normal;\n #endif\n #endif\n}\n\n void main () {\n gl_Position = cc_matViewProj * cc_matWorld * vec4(a_position, 1);\n gl_Position.z -= 0.0001;\n }\n\n\n",
  11. "frag": "\n#define _IS_FRAG_SHADER 1\n\n precision highp float;\n \n \n\nvec3 gammaToLinearSpaceRGB(in vec3 sRGB) { \n return sRGB * (sRGB * (sRGB * 0.305306011 + 0.682171111) + 0.012522878);\n}\n\nvec3 linearToGammaSpaceRGB(in vec3 RGB) { \n vec3 S1 = sqrt(RGB);\n vec3 S2 = sqrt(S1);\n vec3 S3 = sqrt(S2);\n return 0.585122381 * S1 + 0.783140355 * S2 - 0.368262736 * S3;\n}\n\nvec4 gammaToLinearSpaceRGBA(in vec4 sRGBA) {\n return vec4(gammaToLinearSpaceRGB(sRGBA.rgb), sRGBA.a);\n}\n\nvec4 linearToGammaSpaceRGBA(in vec4 RGBA) {\n return vec4(linearToGammaSpaceRGB(RGBA.rgb), RGBA.a);\n}\n\nvec4 linearToLinear (in vec4 value) {\n return value;\n}\n\n#if INPUT_IS_GAMMA\n #define TEXEL_TO_LINEAR gammaToLinearSpaceRGBA\n#else\n #define TEXEL_TO_LINEAR linearToLinear\n#endif\n\n#if OUTPUT_TO_GAMMA\n #define LINEAR_TO_OUTPUT_TEXEL linearToGammaSpaceRGBA\n#else\n #define LINEAR_TO_OUTPUT_TEXEL linearToLinear\n#endif\n\n uniform vec4 diffuseColor;\n vec4 front() {\n return LINEAR_TO_OUTPUT_TEXEL(diffuseColor);\n }\n vec4 back() {\n return LINEAR_TO_OUTPUT_TEXEL(vec4(diffuseColor.rgb, diffuseColor.a * 0.2));\n }\n\nvoid main() { gl_FragColor = back(); }\n\n\n"
  12. }
  13. ],
  14. "subMetas": {}
  15. }