2.0版本shader使用

大佬们,在2.0版本使用shader的时候报这个警告是什么原因呢。这个shader在1.x的版本能用,2.0就不行了

这个是shader代码
let shader1 = {
name: ‘colorchage’,
defines: [
],
vert:
attribute vec4 a_position; attribute vec2 a_texCoord; attribute vec4 a_color; attribute vec2 a_uv0; uniform mat4 CC_PMatrix; varying vec4 v_fragmentColor; varying vec2 v_texCoord; void main() { gl_Position = CC_PMatrix * a_position; v_fragmentColor = a_color; v_texCoord = a_texCoord; } ,
frag:
`
// #ifdef GL_ES
// precision mediump float;
// #endif

uniform sampler2D CC_Texture0;  
uniform vec2 v_texCoord;
uniform float u_dH;
uniform float u_dS;  
uniform float u_dL;
  
void main() {
  
    vec4 texColor=texture2D(CC_Texture0, v_texCoord);  
    float r=texColor.r;  
    float g=texColor.g;  
    float b=texColor.b;  
    float a=texColor.a;  
    //convert rgb to hsl  
    float h;  
    float s;  
    float l;  
    {  
        float max=max(max(r,g),b);  
        float min=min(min(r,g),b);  
        //----h  
        if(max==min){  
  
            h=0.0;  
        }else if(max==r&&g>=b){  
            h=60.0*(g-b)/(max-min)+0.0;  
        }else if(max==r&&g<b){  
            h=60.0*(g-b)/(max-min)+360.0;  
        }else if(max==g){  
            h=60.0*(b-r)/(max-min)+120.0;  
        }else if(max==b){  
            h=60.0*(r-g)/(max-min)+240.0;  
        }  
        //----l  
        l=0.5*(max+min);  
        //----s  
        if(l==0.0||max==min){  
            s=0.0;  
        }else if(0.0<=l&&l<=0.5){  
            s=(max-min)/(2.0*l);  
        }else if(l>0.5){  
            s=(max-min)/(2.0-2.0*l);  
        }  
    }  
    //(h,s,l)+(dH,dS,dL) -> (h,s,l)  
    h=h+u_dH;  
    s=min(1.0,max(0.0,s+u_dS));  
    l=l+u_dL;  
    //convert (h,s,l) to rgb and got final color  
    vec4 finalColor;  
    {  
        float q;  
        if(l<0.5){  
            q=l*(1.0+s);  
        }else if(l>=0.5){  
            q=l+s-l*s;  
        }  
        float p=2.0*l-q;  
        float hk=h/360.0;  
        float t[3];  
        t[0]=hk+1.0/3.0;t[1]=hk;t[2]=hk-1.0/3.0;  
        for(int i=0;i<3;i++){  
            if(t[i]<0.0)t[i]+=1.0;  
            if(t[i]>1.0)t[i]-=1.0;  
        }//got t[i]  
        float c[3];  
        for(int i=0;i<3;i++){  
            if(t[i]<1.0/6.0){  
                c[i]=p+((q-p)*6.0*t[i]);  
            }else if(1.0/6.0<=t[i]&&t[i]<0.5){  
                c[i]=q;  
            }else if(0.5<=t[i]&&t[i]<2.0/3.0){  
                c[i]=p+((q-p)*6.0*(2.0/3.0-t[i]));  
            }else{  
                c[i]=p;  
            }  
        }  
        finalColor=vec4(c[0],c[1],c[2],a);  
    }  
  
    finalColor+=vec4(u_dL,u_dL,u_dL,0.0);  
  
    gl_FragColor=finalColor;  
  
}  
`,

};

cc.renderer._forward._programLib.define(shader1.name, shader1.vert, shader1.frag, shader1.defines);

module.exports = shader1;

大牛,有没有新版的shader教程啊,那些defines啊是什么意思啊?萌新求罩啊