{
  "__type__": "cc.EffectAsset",
  "_name": "__builtin-editor-gizmo-unlit",
  "_objFlags": 0,
  "_native": "",
  "properties": {
    "diffuseColor": {
      "type": 9,
      "value": [
        1,
        1,
        1,
        1
      ]
    }
  },
  "techniques": [
    {
      "stages": [
        "transparent"
      ],
      "passes": [
        {
          "cullMode": 0,
          "blend": true,
          "blendEq": 32774,
          "blendSrc": 770,
          "blendDst": 771,
          "program": "a92efd7e7b1a42c14a52ef7009e5798bfa90af40a6fe499cc42aa82e"
        }
      ],
      "queue": 0,
      "priority": 0
    }
  ],
  "shaders": [
    {
      "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",
      "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",
      "defines": [
        {
          "name": "INPUT_IS_GAMMA",
          "type": "boolean",
          "defines": []
        },
        {
          "name": "OUTPUT_TO_GAMMA",
          "type": "boolean",
          "defines": []
        }
      ],
      "uniforms": [
        {
          "name": "diffuseColor",
          "type": 7,
          "defines": []
        }
      ],
      "attributes": [
        {
          "name": "a_position",
          "type": 6,
          "defines": []
        }
      ],
      "extensions": [],
      "name": "a92efd7e7b1a42c14a52ef7009e5798bfa90af40a6fe499cc42aa82e"
    }
  ]
}