{
  "__type__": "cc.EffectAsset",
  "_name": "builtin-2d-gray-sprite",
  "_objFlags": 0,
  "_native": "",
  "properties": null,
  "techniques": [
    {
      "passes": [
        {
          "blendState": {
            "targets": [
              {
                "blend": true
              }
            ]
          },
          "rasterizerState": {
            "cullMode": 0
          },
          "program": "builtin-2d-gray-sprite|vs|fs",
          "properties": {
            "texture": {
              "value": "white",
              "type": 29
            }
          }
        }
      ]
    }
  ],
  "shaders": [
    {
      "hash": 422187938,
      "glsl3": {
        "vert": "\nprecision highp float;\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\nin vec3 a_position;\n\nin mediump vec2 a_uv0;\nout mediump vec2 v_uv0;\n\nin vec4 a_color;\nout vec4 v_color;\n\nvoid main () {\n  gl_Position = cc_matViewProj * vec4(a_position, 1);\n  v_uv0 = a_uv0;\n  v_color = a_color;\n}\n\n",
        "frag": "\nprecision highp float;\n\nuniform sampler2D texture;\nin mediump vec2 v_uv0;\nin vec4 v_color;\n\nvoid main () {\n  vec4 color = v_color * texture2D(texture, v_uv0);\n  #if CC_USE_ALPHA_ATLAS_TEXTURE\n      color.a *= texture2D(texture, v_uv0 + vec2(0, 0.5)).r;\n  #endif\n  float gray = 0.2126*color.r + 0.7152*color.g + 0.0722*color.b;\n  gl_FragColor = vec4(gray, gray, gray, color.a);\n}\n\n"
      },
      "glsl1": {
        "vert": "\nprecision highp float;\nuniform mat4 cc_matViewProj;\n\nattribute vec3 a_position;\n\nattribute mediump vec2 a_uv0;\nvarying mediump vec2 v_uv0;\n\nattribute vec4 a_color;\nvarying vec4 v_color;\n\nvoid main () {\n  gl_Position = cc_matViewProj * vec4(a_position, 1);\n  v_uv0 = a_uv0;\n  v_color = a_color;\n}\n\n",
        "frag": "\nprecision highp float;\n\nuniform sampler2D texture;\nvarying mediump vec2 v_uv0;\nvarying vec4 v_color;\n\nvoid main () {\n  vec4 color = v_color * texture2D(texture, v_uv0);\n  #if CC_USE_ALPHA_ATLAS_TEXTURE\n      color.a *= texture2D(texture, v_uv0 + vec2(0, 0.5)).r;\n  #endif\n  float gray = 0.2126*color.r + 0.7152*color.g + 0.0722*color.b;\n  gl_FragColor = vec4(gray, gray, gray, color.a);\n}\n\n"
      },
      "builtins": {
        "globals": {
          "blocks": [
            {
              "name": "CCGlobal",
              "defines": []
            }
          ],
          "samplers": []
        },
        "locals": {
          "blocks": [],
          "samplers": []
        }
      },
      "defines": [
        {
          "name": "CC_USE_ALPHA_ATLAS_TEXTURE",
          "type": "boolean",
          "defines": []
        }
      ],
      "blocks": [],
      "samplers": [
        {
          "name": "texture",
          "type": 29,
          "count": 1,
          "defines": [],
          "binding": 30
        }
      ],
      "dependencies": {},
      "name": "builtin-2d-gray-sprite|vs|fs"
    }
  ]
}