Mult-material.effect.meta 5.1 KB

123456789101112131415161718
  1. {
  2. "ver": "1.0.27",
  3. "uuid": "393c57eb-907e-48a6-a804-acfed5e7fd9d",
  4. "importer": "effect",
  5. "compiledShaders": [
  6. {
  7. "glsl1": {
  8. "vert": "\nprecision highp float;\nuniform mat4 cc_matViewProj;\nuniform mat4 cc_matWorld;\nattribute vec3 a_position;\nattribute vec4 a_color;\nvarying lowp vec4 v_color;\n#if USE_TEXTURE\nattribute vec2 a_uv0;\nvarying mediump vec3 v_uv0;\n#endif\nvoid main () {\n vec4 pos = vec4(a_position, 1);\n #if CC_USE_MODEL\n pos = cc_matViewProj * cc_matWorld * pos;\n #else\n pos = cc_matViewProj * pos;\n #endif\n #if USE_TEXTURE\n v_uv0.y = a_uv0.y;\n v_uv0.z = mod(a_uv0.x,10.0);\n v_uv0.x = (a_uv0.x-v_uv0.z)*0.000001;\n #endif\n v_color = a_color;\n gl_Position = pos;\n}",
  9. "frag": "\nprecision mediump float;\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 lowp vec4 v_color;\n#if USE_TEXTURE\n varying mediump vec3 v_uv0;\n uniform sampler2D texture0;\n uniform sampler2D texture1;\n uniform sampler2D texture2;\n uniform sampler2D texture3;\n uniform sampler2D texture4;\n uniform sampler2D texture5;\n uniform sampler2D texture6;\n uniform sampler2D texture7;\n#endif\nvec4 Texture(sampler2D texture,vec2 uv, vec4 o){\n vec4 texture_tmp = texture2D(texture, uv);\n #if CC_USE_ALPHA_ATLAS_texture\n texture_tmp.a *= texture2D(texture, uv + vec2(0, 0.5)).r;\n #endif\n #if INPUT_IS_GAMMA\n o.rgb *= (texture_tmp.rgb * texture_tmp.rgb);\n o.a *= texture_tmp.a;\n #else\n o *= texture_tmp;\n #endif\n return o;\n}\nvoid main () {\n vec4 o = vec4(1, 1, 1, 1);\n #if USE_TEXTURE\n float index = v_uv0.z;\n if(index<0.5) o = Texture(texture0 , v_uv0.xy , o);\n else if(index<1.5) o = Texture(texture1 , v_uv0.xy , o);\n else if(index<2.5) o = Texture(texture2 , v_uv0.xy , o);\n else if(index<3.5) o = Texture(texture3 , v_uv0.xy , o);\n else if(index<4.5) o = Texture(texture4 , v_uv0.xy , o);\n else if(index<5.5) o = Texture(texture5 , v_uv0.xy , o);\n else if(index<6.5) o = Texture(texture6 , v_uv0.xy , o);\n else o = Texture(texture7 , v_uv0.xy , o);\n #endif\n o *= v_color;\n ALPHA_TEST(o);\n #if USE_BGRA\n gl_FragColor = o.bgra;\n #else\n gl_FragColor = o.rgba;\n #endif\n}"
  10. },
  11. "glsl3": {
  12. "vert": "\nprecision highp float;\nuniform CCGlobal {\n mat4 cc_matView;\n mat4 cc_matViewInv;\n mat4 cc_matProj;\n mat4 cc_matProjInv;\n mat4 cc_matViewProj;\n mat4 cc_matViewProjInv;\n vec4 cc_cameraPos;\n vec4 cc_time;\n mediump vec4 cc_screenSize;\n mediump vec4 cc_screenScale;\n};\nuniform CCLocal {\n mat4 cc_matWorld;\n mat4 cc_matWorldIT;\n};\nin vec3 a_position;\nin vec4 a_color;\nout lowp vec4 v_color;\n#if USE_TEXTURE\nin vec2 a_uv0;\nout mediump vec3 v_uv0;\n#endif\nvoid main () {\n vec4 pos = vec4(a_position, 1);\n #if CC_USE_MODEL\n pos = cc_matViewProj * cc_matWorld * pos;\n #else\n pos = cc_matViewProj * pos;\n #endif\n #if USE_TEXTURE\n v_uv0.y = a_uv0.y;\n v_uv0.z = mod(a_uv0.x,10.0);\n v_uv0.x = (a_uv0.x-v_uv0.z)*0.000001;\n #endif\n v_color = a_color;\n gl_Position = pos;\n}",
  13. "frag": "\nprecision mediump float;\n#if USE_ALPHA_TEST\n uniform ALPHA_TEST {\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 lowp vec4 v_color;\n#if USE_TEXTURE\n in mediump vec3 v_uv0;\n uniform sampler2D texture0;\n uniform sampler2D texture1;\n uniform sampler2D texture2;\n uniform sampler2D texture3;\n uniform sampler2D texture4;\n uniform sampler2D texture5;\n uniform sampler2D texture6;\n uniform sampler2D texture7;\n#endif\nvec4 Texture(sampler2D texture,vec2 uv, vec4 o){\n vec4 texture_tmp = texture(texture, uv);\n #if CC_USE_ALPHA_ATLAS_texture\n texture_tmp.a *= texture(texture, uv + vec2(0, 0.5)).r;\n #endif\n #if INPUT_IS_GAMMA\n o.rgb *= (texture_tmp.rgb * texture_tmp.rgb);\n o.a *= texture_tmp.a;\n #else\n o *= texture_tmp;\n #endif\n return o;\n}\nvoid main () {\n vec4 o = vec4(1, 1, 1, 1);\n #if USE_TEXTURE\n float index = v_uv0.z;\n if(index<0.5) o = Texture(texture0 , v_uv0.xy , o);\n else if(index<1.5) o = Texture(texture1 , v_uv0.xy , o);\n else if(index<2.5) o = Texture(texture2 , v_uv0.xy , o);\n else if(index<3.5) o = Texture(texture3 , v_uv0.xy , o);\n else if(index<4.5) o = Texture(texture4 , v_uv0.xy , o);\n else if(index<5.5) o = Texture(texture5 , v_uv0.xy , o);\n else if(index<6.5) o = Texture(texture6 , v_uv0.xy , o);\n else o = Texture(texture7 , v_uv0.xy , o);\n #endif\n o *= v_color;\n ALPHA_TEST(o);\n #if USE_BGRA\n gl_FragColor = o.bgra;\n #else\n gl_FragColor = o.rgba;\n #endif\n}"
  14. }
  15. }
  16. ],
  17. "subMetas": {}
  18. }