__builtin-editor-gizmo-unlit.effect.meta 1.6 KB

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  1. {
  2. "ver": "1.0.15",
  3. "uuid": "6c5cf6e1-b044-4eac-9431-835644d57381",
  4. "compiledShaders": [
  5. {
  6. "vert": "\n#define _IS_VERT_SHADER 1\n\n precision highp float;\n\n attribute vec3 a_position;\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 void main () {\n gl_Position = cc_matViewProj * cc_matWorld * vec4(a_position, 1);\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\nvoid main() { gl_FragColor = front(); }\n\n\n"
  8. }
  9. ],
  10. "subMetas": {}
  11. }