{
  "__type__": "cc.EffectAsset",
  "_name": "builtin-unlit-transparent",
  "_objFlags": 0,
  "_native": "",
  "properties": null,
  "techniques": [
    {
      "stages": [
        "transparent"
      ],
      "passes": [
        {
          "blendState": {
            "targets": [
              {
                "blend": true
              }
            ]
          },
          "rasterizerState": {
            "cullMode": 0
          },
          "program": "builtin-unlit-transparent|unlit-vs|unlit-fs",
          "depthStencilState": {
            "depthTest": true,
            "depthWrite": true
          },
          "properties": {
            "diffuseTexture": {
              "value": "white",
              "type": 29
            },
            "diffuseColor": {
              "value": [
                1,
                1,
                1,
                1
              ],
              "inspector": {
                "type": "color"
              },
              "type": 16
            },
            "alphaThreshold": {
              "value": [
                0.5
              ],
              "type": 13
            },
            "mainTiling": {
              "value": [
                1,
                1
              ],
              "type": 14
            },
            "mainOffset": {
              "value": [
                0,
                0
              ],
              "type": 14
            }
          }
        }
      ]
    }
  ],
  "shaders": [
    {
      "hash": 4105696851,
      "glsl3": {
        "vert": "\nprecision highp float;\nuniform CCLocal {\n  mat4 cc_matWorld;\n  mat4 cc_matWorldIT;\n};\nuniform CCGlobal {\n  vec4 cc_time;\n\n  vec4 cc_screenSize;\n\n  vec4 cc_screenScale;\n\n  vec4 cc_nativeSize;\n\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\n  vec4 cc_exposure;\n\n  vec4 cc_mainLitDir;\n\n  vec4 cc_mainLitColor;\n\n  vec4 cc_ambientSky;\n  vec4 cc_ambientGround;\n};\n\n#if CC_USE_SKINNING\n\n  in vec4 a_weights;\n  in vec4 a_joints;\n\n  #if CC_USE_JOINTS_TEXTRUE\n    uniform SKINNING {\n      vec2 cc_jointsTextureSize;\n    }\n    uniform sampler2D cc_jointsTexture;\n\n    #if CC_JOINTS_TEXTURE_FLOAT32\n      mat4 getBoneMatrix(const in float i) {\n        float width = cc_jointsTextureSize.x;\n        float height = cc_jointsTextureSize.y;\n        float j = i * 4.0;\n        float x = mod(j, width);\n        float y = floor(j / width);\n\n        float dx = 1.0 / width;\n        float dy = 1.0 / height;\n\n        y = dy * (y + 0.5);\n\n        vec4 v1 = texture2D(cc_jointsTexture, vec2(dx * (x + 0.5), y));\n        vec4 v2 = texture2D(cc_jointsTexture, vec2(dx * (x + 1.5), y));\n        vec4 v3 = texture2D(cc_jointsTexture, vec2(dx * (x + 2.5), y));\n        vec4 v4 = texture2D(cc_jointsTexture, vec2(dx * (x + 3.5), y));\n\n        return mat4(v1, v2, v3, v4);\n      }\n    #else\n      float decode32(vec4 rgba) {\n        float Sign = 1.0 - step(128.0, rgba[0]) * 2.0;\n        float Exponent = 2.0 * mod(rgba[0], 128.0) + step(128.0, rgba[1]) - 127.0;\n        float Mantissa = mod(rgba[1], 128.0) * 65536.0 + rgba[2] * 256.0 + rgba[3] + 8388608.0;\n        return Sign * exp2(Exponent - 23.0) * Mantissa;\n      }\n      vec4 decodevec4 (vec4 x, vec4 y, vec4 z, vec4 w) {\n\n        return vec4(\n          decode32(x.wzyx * 255.0),\n          decode32(y.wzyx * 255.0),\n          decode32(z.wzyx * 255.0),\n          decode32(w.wzyx * 255.0)\n        );\n      }\n\n      vec4 decodevec4 (float dx, float x, float y) {\n        return decodevec4(\n          texture2D(cc_jointsTexture, vec2(dx * (x + 0.5), y)),\n          texture2D(cc_jointsTexture, vec2(dx * (x + 1.5), y)),\n          texture2D(cc_jointsTexture, vec2(dx * (x + 2.5), y)),\n          texture2D(cc_jointsTexture, vec2(dx * (x + 3.5), y))\n        );\n      }\n\n      mat4 getBoneMatrix(const in float i) {\n        float width = cc_jointsTextureSize.x;\n        float height = cc_jointsTextureSize.y;\n        float j = i * 16.0;\n        float x = mod(j, width);\n        float y = floor(j / width);\n\n        float dx = 1.0 / width;\n        float dy = 1.0 / height;\n\n        y = dy * (y + 0.5);\n\n        vec4 v1 = decodevec4(dx, x,       y);\n        vec4 v2 = decodevec4(dx, x+4.0,   y);\n        vec4 v3 = decodevec4(dx, x+8.0,   y);\n        vec4 v4 = decodevec4(dx, x+12.0,  y);\n\n        return mat4(v1, v2, v3, v4);\n      }\n    #endif\n  #else\n    uniform CC_JOINT_MATRIX {\n      mat4 cc_jointMatrices[50];\n    }\n\n    mat4 getBoneMatrix(const in float i) {\n      return cc_jointMatrices[int(i)];\n    }\n  #endif\n\n    mat4 skinMatrix() {\n      return\n        getBoneMatrix(a_joints.x) * a_weights.x +\n        getBoneMatrix(a_joints.y) * a_weights.y +\n        getBoneMatrix(a_joints.z) * a_weights.z +\n        getBoneMatrix(a_joints.w) * a_weights.w\n        ;\n    }\n#endif\n\nvoid SKIN_VERTEX(inout vec4 a1) {\n  #if CC_USE_SKINNING\n    mat4 m = skinMatrix();\n    a1 = m * a1;\n  #endif\n}\n\nvoid SKIN_VERTEX(inout vec4 a1, inout vec4 a2) {\n  #if CC_USE_SKINNING\n    mat4 m = skinMatrix();\n    a1 = m * a1;\n    a2 = m * a2;\n  #endif\n}\n\nvoid SKIN_VERTEX(inout vec4 a1, inout vec4 a2, inout vec4 a3) {\n  #if CC_USE_SKINNING\n    mat4 m = skinMatrix();\n    a1 = m * a1;\n    a2 = m * a2;\n    a3 = m * a3;\n  #endif\n}\n\nuniform MAIN_TILING {\n  vec2 mainTiling;\n  vec2 mainOffset;\n}\n\nin vec3 a_position;\n\n#if CC_USE_ATTRIBUTE_UV0 && USE_DIFFUSE_TEXTURE\n  in mediump vec2 a_uv0;\n  out mediump vec2 v_uv0;\n#endif\n\n#if CC_USE_ATTRIBUTE_COLOR\n  in lowp vec4 a_color;\n  out lowp vec4 v_color;\n#endif\n\nvoid main () {\n  vec4 position = vec4(a_position, 1);\n\n  SKIN_VERTEX(position);\n  \n  #if CC_USE_ATTRIBUTE_COLOR\n      v_color = a_color;\n  #endif\n\n  #if CC_USE_ATTRIBUTE_UV0 && USE_DIFFUSE_TEXTURE\n      v_uv0 = a_uv0 * mainTiling + mainOffset;\n  #endif\n\n  gl_Position = cc_matViewProj * cc_matWorld * position;\n}\n",
        "frag": "\nprecision highp float;\n\nvec3 SRGBToLinear(vec3 gamma)\n{\n\treturn pow(gamma, vec3(2.2));\n\n}\n\nvec3 LinearToSRGB(vec3 linear)\n{\n\treturn pow(linear, vec3(0.454545));\n\n}\n\nvec4 TEXEL_TO_LINEAR (in vec4 color) {\n  #if INPUT_IS_GAMMA\n    return vec4(SRGBToLinear(color.rgb), color.a);\n  #else\n    return color;\n  #endif\n}\n\nvec4 LINEAR_TO_OUTPUT_TEXEL (in vec4 color) {\n  #if OUTPUT_TO_GAMMA\n    return vec4(LinearToSRGB(color.rgb), color.a);\n  #else\n    return color;\n  #endif\n}\n\n#if USE_ALPHA_TEST\n  \n  uniform ALPHA_TEST {\n    float alphaThreshold;\n  }\n#endif\n\nvoid ALPHA_TEST (in vec4 color) {\n  #if USE_ALPHA_TEST\n      if (color.a < alphaThreshold) discard;\n  #endif\n}\n\nvoid ALPHA_TEST (in float alpha) {\n  #if USE_ALPHA_TEST\n      if (alpha < alphaThreshold) discard;\n  #endif\n}\n\nuniform DIFFUSE {\n  lowp vec4 diffuseColor;\n};\n\n#if USE_DIFFUSE_TEXTURE\n  uniform sampler2D diffuseTexture;\n#endif\n\nvoid MULTIPLY_DIFFUSE_TEXTRUE_COLOR (inout vec4 color, in vec2 uv) {\n  #if USE_DIFFUSE_TEXTURE && CC_USE_ATTRIBUTE_UV0\n    vec4 diffuseTextureColor = texture2D(diffuseTexture, uv);\n    #if CC_USE_ALPHA_ATLAS_DIFFUSETEXTURE\n      diffuseTextureColor.a *= texture2D(diffuseTexture, uv + vec2(0, 0.5)).r;\n    #endif\n    color *= TEXEL_TO_LINEAR(diffuseTextureColor);\n  #endif\n}\n\nvoid CALC_DIFFUSE (inout vec4 color, in vec2 uv) {\n  color *= diffuseColor;\n  MULTIPLY_DIFFUSE_TEXTRUE_COLOR(color, uv);\n}\n\nvoid CALC_DIFFUSE (inout vec4 color) {\n  color *= diffuseColor;\n}\n\n#if CC_USE_ATTRIBUTE_COLOR\n  in lowp vec4 v_color;\n#endif\n\n#if CC_USE_ATTRIBUTE_UV0 && USE_DIFFUSE_TEXTURE\n  in mediump vec2 v_uv0;\n#endif\n\nvoid main () {\n  vec4 color = vec4(1, 1, 1, 1);\n\n  #if CC_USE_ATTRIBUTE_UV0 && USE_DIFFUSE_TEXTURE\n    CALC_DIFFUSE(color, v_uv0);\n  #else \n    CALC_DIFFUSE(color);\n  #endif\n\n  #if CC_USE_ATTRIBUTE_COLOR\n    color *= v_color;\n  #endif\n\n  ALPHA_TEST(color);\n\n  gl_FragColor = LINEAR_TO_OUTPUT_TEXEL( color );\n}\n"
      },
      "glsl1": {
        "vert": "\nprecision highp float;\nuniform mat4 cc_matWorld;\nuniform mat4 cc_matViewProj;\n\n#if CC_USE_SKINNING\n\n  attribute vec4 a_weights;\n  attribute vec4 a_joints;\n\n  #if CC_USE_JOINTS_TEXTRUE\n    uniform vec2 cc_jointsTextureSize;\n    uniform sampler2D cc_jointsTexture;\n\n    #if CC_JOINTS_TEXTURE_FLOAT32\n      mat4 getBoneMatrix(const in float i) {\n        float width = cc_jointsTextureSize.x;\n        float height = cc_jointsTextureSize.y;\n        float j = i * 4.0;\n        float x = mod(j, width);\n        float y = floor(j / width);\n\n        float dx = 1.0 / width;\n        float dy = 1.0 / height;\n\n        y = dy * (y + 0.5);\n\n        vec4 v1 = texture2D(cc_jointsTexture, vec2(dx * (x + 0.5), y));\n        vec4 v2 = texture2D(cc_jointsTexture, vec2(dx * (x + 1.5), y));\n        vec4 v3 = texture2D(cc_jointsTexture, vec2(dx * (x + 2.5), y));\n        vec4 v4 = texture2D(cc_jointsTexture, vec2(dx * (x + 3.5), y));\n\n        return mat4(v1, v2, v3, v4);\n      }\n    #else\n      float decode32(vec4 rgba) {\n        float Sign = 1.0 - step(128.0, rgba[0]) * 2.0;\n        float Exponent = 2.0 * mod(rgba[0], 128.0) + step(128.0, rgba[1]) - 127.0;\n        float Mantissa = mod(rgba[1], 128.0) * 65536.0 + rgba[2] * 256.0 + rgba[3] + 8388608.0;\n        return Sign * exp2(Exponent - 23.0) * Mantissa;\n      }\n      vec4 decodevec4 (vec4 x, vec4 y, vec4 z, vec4 w) {\n\n        return vec4(\n          decode32(x.wzyx * 255.0),\n          decode32(y.wzyx * 255.0),\n          decode32(z.wzyx * 255.0),\n          decode32(w.wzyx * 255.0)\n        );\n      }\n\n      vec4 decodevec4 (float dx, float x, float y) {\n        return decodevec4(\n          texture2D(cc_jointsTexture, vec2(dx * (x + 0.5), y)),\n          texture2D(cc_jointsTexture, vec2(dx * (x + 1.5), y)),\n          texture2D(cc_jointsTexture, vec2(dx * (x + 2.5), y)),\n          texture2D(cc_jointsTexture, vec2(dx * (x + 3.5), y))\n        );\n      }\n\n      mat4 getBoneMatrix(const in float i) {\n        float width = cc_jointsTextureSize.x;\n        float height = cc_jointsTextureSize.y;\n        float j = i * 16.0;\n        float x = mod(j, width);\n        float y = floor(j / width);\n\n        float dx = 1.0 / width;\n        float dy = 1.0 / height;\n\n        y = dy * (y + 0.5);\n\n        vec4 v1 = decodevec4(dx, x,       y);\n        vec4 v2 = decodevec4(dx, x+4.0,   y);\n        vec4 v3 = decodevec4(dx, x+8.0,   y);\n        vec4 v4 = decodevec4(dx, x+12.0,  y);\n\n        return mat4(v1, v2, v3, v4);\n      }\n    #endif\n  #else\n    uniform mat4 cc_jointMatrices[50];\nmat4 getBoneMatrix(const in float i) {\n      return cc_jointMatrices[int(i)];\n    }\n  #endif\n\n    mat4 skinMatrix() {\n      return\n        getBoneMatrix(a_joints.x) * a_weights.x +\n        getBoneMatrix(a_joints.y) * a_weights.y +\n        getBoneMatrix(a_joints.z) * a_weights.z +\n        getBoneMatrix(a_joints.w) * a_weights.w\n        ;\n    }\n#endif\n\nvoid SKIN_VERTEX(inout vec4 a1) {\n  #if CC_USE_SKINNING\n    mat4 m = skinMatrix();\n    a1 = m * a1;\n  #endif\n}\n\nvoid SKIN_VERTEX(inout vec4 a1, inout vec4 a2) {\n  #if CC_USE_SKINNING\n    mat4 m = skinMatrix();\n    a1 = m * a1;\n    a2 = m * a2;\n  #endif\n}\n\nvoid SKIN_VERTEX(inout vec4 a1, inout vec4 a2, inout vec4 a3) {\n  #if CC_USE_SKINNING\n    mat4 m = skinMatrix();\n    a1 = m * a1;\n    a2 = m * a2;\n    a3 = m * a3;\n  #endif\n}\n\nuniform vec2 mainTiling;\nuniform vec2 mainOffset;\nattribute vec3 a_position;\n\n#if CC_USE_ATTRIBUTE_UV0 && USE_DIFFUSE_TEXTURE\n  attribute mediump vec2 a_uv0;\n  varying mediump vec2 v_uv0;\n#endif\n\n#if CC_USE_ATTRIBUTE_COLOR\n  attribute lowp vec4 a_color;\n  varying lowp vec4 v_color;\n#endif\n\nvoid main () {\n  vec4 position = vec4(a_position, 1);\n\n  SKIN_VERTEX(position);\n  \n  #if CC_USE_ATTRIBUTE_COLOR\n      v_color = a_color;\n  #endif\n\n  #if CC_USE_ATTRIBUTE_UV0 && USE_DIFFUSE_TEXTURE\n      v_uv0 = a_uv0 * mainTiling + mainOffset;\n  #endif\n\n  gl_Position = cc_matViewProj * cc_matWorld * position;\n}\n",
        "frag": "\nprecision highp float;\n\nvec3 SRGBToLinear(vec3 gamma)\n{\n\treturn pow(gamma, vec3(2.2));\n\n}\n\nvec3 LinearToSRGB(vec3 linear)\n{\n\treturn pow(linear, vec3(0.454545));\n\n}\n\nvec4 TEXEL_TO_LINEAR (in vec4 color) {\n  #if INPUT_IS_GAMMA\n    return vec4(SRGBToLinear(color.rgb), color.a);\n  #else\n    return color;\n  #endif\n}\n\nvec4 LINEAR_TO_OUTPUT_TEXEL (in vec4 color) {\n  #if OUTPUT_TO_GAMMA\n    return vec4(LinearToSRGB(color.rgb), color.a);\n  #else\n    return color;\n  #endif\n}\n\n#if USE_ALPHA_TEST\n  \n  uniform float alphaThreshold;\n#endif\n\nvoid ALPHA_TEST (in vec4 color) {\n  #if USE_ALPHA_TEST\n      if (color.a < alphaThreshold) discard;\n  #endif\n}\n\nvoid ALPHA_TEST (in float alpha) {\n  #if USE_ALPHA_TEST\n      if (alpha < alphaThreshold) discard;\n  #endif\n}\n\nuniform lowp vec4 diffuseColor;\n\n#if USE_DIFFUSE_TEXTURE\n  uniform sampler2D diffuseTexture;\n#endif\n\nvoid MULTIPLY_DIFFUSE_TEXTRUE_COLOR (inout vec4 color, in vec2 uv) {\n  #if USE_DIFFUSE_TEXTURE && CC_USE_ATTRIBUTE_UV0\n    vec4 diffuseTextureColor = texture2D(diffuseTexture, uv);\n    #if CC_USE_ALPHA_ATLAS_DIFFUSETEXTURE\n      diffuseTextureColor.a *= texture2D(diffuseTexture, uv + vec2(0, 0.5)).r;\n    #endif\n    color *= TEXEL_TO_LINEAR(diffuseTextureColor);\n  #endif\n}\n\nvoid CALC_DIFFUSE (inout vec4 color, in vec2 uv) {\n  color *= diffuseColor;\n  MULTIPLY_DIFFUSE_TEXTRUE_COLOR(color, uv);\n}\n\nvoid CALC_DIFFUSE (inout vec4 color) {\n  color *= diffuseColor;\n}\n\n#if CC_USE_ATTRIBUTE_COLOR\n  varying lowp vec4 v_color;\n#endif\n\n#if CC_USE_ATTRIBUTE_UV0 && USE_DIFFUSE_TEXTURE\n  varying mediump vec2 v_uv0;\n#endif\n\nvoid main () {\n  vec4 color = vec4(1, 1, 1, 1);\n\n  #if CC_USE_ATTRIBUTE_UV0 && USE_DIFFUSE_TEXTURE\n    CALC_DIFFUSE(color, v_uv0);\n  #else \n    CALC_DIFFUSE(color);\n  #endif\n\n  #if CC_USE_ATTRIBUTE_COLOR\n    color *= v_color;\n  #endif\n\n  ALPHA_TEST(color);\n\n  gl_FragColor = LINEAR_TO_OUTPUT_TEXEL( color );\n}\n"
      },
      "builtins": {
        "globals": {
          "blocks": [
            {
              "name": "CCGlobal",
              "defines": []
            }
          ],
          "samplers": []
        },
        "locals": {
          "blocks": [
            {
              "name": "CCLocal",
              "defines": []
            },
            {
              "name": "CC_JOINT_MATRIX",
              "defines": [
                "CC_USE_SKINNING"
              ]
            }
          ],
          "samplers": [
            {
              "name": "cc_jointsTexture",
              "defines": [
                "CC_USE_SKINNING",
                "CC_USE_JOINTS_TEXTRUE"
              ]
            }
          ]
        }
      },
      "defines": [
        {
          "name": "CC_USE_SKINNING",
          "type": "boolean",
          "defines": []
        },
        {
          "name": "CC_USE_JOINTS_TEXTRUE",
          "type": "boolean",
          "defines": [
            "CC_USE_SKINNING"
          ]
        },
        {
          "name": "CC_JOINTS_TEXTURE_FLOAT32",
          "type": "boolean",
          "defines": [
            "CC_USE_SKINNING",
            "CC_USE_JOINTS_TEXTRUE"
          ]
        },
        {
          "name": "CC_USE_ATTRIBUTE_UV0",
          "type": "boolean",
          "defines": []
        },
        {
          "name": "USE_DIFFUSE_TEXTURE",
          "type": "boolean",
          "defines": []
        },
        {
          "name": "CC_USE_ATTRIBUTE_COLOR",
          "type": "boolean",
          "defines": []
        },
        {
          "name": "INPUT_IS_GAMMA",
          "type": "boolean",
          "defines": []
        },
        {
          "name": "OUTPUT_TO_GAMMA",
          "type": "boolean",
          "defines": []
        },
        {
          "name": "USE_ALPHA_TEST",
          "type": "boolean",
          "defines": []
        },
        {
          "name": "CC_USE_ALPHA_ATLAS_DIFFUSETEXTURE",
          "type": "boolean",
          "defines": [
            "USE_DIFFUSE_TEXTURE",
            "CC_USE_ATTRIBUTE_UV0"
          ]
        }
      ],
      "blocks": [
        {
          "name": "SKINNING",
          "members": [
            {
              "name": "cc_jointsTextureSize",
              "type": 14,
              "count": 1
            }
          ],
          "defines": [
            "CC_USE_SKINNING",
            "CC_USE_JOINTS_TEXTRUE"
          ],
          "binding": 0
        },
        {
          "name": "MAIN_TILING",
          "members": [
            {
              "name": "mainTiling",
              "type": 14,
              "count": 1
            },
            {
              "name": "mainOffset",
              "type": 14,
              "count": 1
            }
          ],
          "defines": [],
          "binding": 1
        },
        {
          "name": "ALPHA_TEST",
          "members": [
            {
              "name": "alphaThreshold",
              "type": 13,
              "count": 1
            }
          ],
          "defines": [
            "USE_ALPHA_TEST"
          ],
          "binding": 2
        },
        {
          "name": "DIFFUSE",
          "members": [
            {
              "name": "diffuseColor",
              "type": 16,
              "count": 1
            }
          ],
          "defines": [],
          "binding": 3
        }
      ],
      "samplers": [
        {
          "name": "diffuseTexture",
          "type": 29,
          "count": 1,
          "defines": [
            "USE_DIFFUSE_TEXTURE"
          ],
          "binding": 30
        }
      ],
      "dependencies": {},
      "name": "builtin-unlit-transparent|unlit-vs|unlit-fs"
    }
  ]
}