{
  "__type__": "cc.EffectAsset",
  "_name": "pipeline/tonemap",
  "_objFlags": 0,
  "_native": "",
  "techniques": [
    {
      "name": "tonemap",
      "passes": [
        {
          "program": "pipeline/tonemap|tonemap-vs:vert|tonemap-fs:frag",
          "depthStencilState": {
            "depthTest": false,
            "depthWrite": false
          },
          "properties": {
            "u_texSampler": {
              "type": 28,
              "samplerHash": 33418
            },
            "u_blendTexSampler": {
              "type": 28,
              "samplerHash": 33418
            }
          }
        }
      ]
    }
  ],
  "shaders": [
    {
      "hash": 3636046238,
      "glsl4": {
        "vert": "\nprecision highp float;\nlayout(set = 0, binding = 0) uniform CCGlobal {\n  highp   vec4 cc_time;\n  mediump vec4 cc_screenSize;\n  mediump vec4 cc_nativeSize;\n};\nlayout(set = 0, binding = 1) uniform CCCamera {\n  highp   mat4 cc_matView;\n  highp   mat4 cc_matViewInv;\n  highp   mat4 cc_matProj;\n  highp   mat4 cc_matProjInv;\n  highp   mat4 cc_matViewProj;\n  highp   mat4 cc_matViewProjInv;\n  highp   vec4 cc_cameraPos;\n  mediump vec4 cc_screenScale;\n  mediump vec4 cc_exposure;\n  mediump vec4 cc_mainLitDir;\n  mediump vec4 cc_mainLitColor;\n  mediump vec4 cc_ambientSky;\n  mediump vec4 cc_ambientGround;\n  mediump vec4 cc_fogColor;\n  mediump vec4 cc_fogBase;\n  mediump vec4 cc_fogAdd;\n};\nlayout(location = 0) in vec2 a_position;\nlayout(location = 1) in vec2 a_texCoord;\nlayout(location = 0) out vec2 v_uv;\nlayout(location = 1) out vec4 v_offset;\nvec4 vert () {\n  vec4 pos = vec4(a_position, 0, 1);\n  v_uv = a_texCoord * cc_screenScale.xy;\n  v_offset = v_uv.xyxy + cc_nativeSize.zwzw * vec4(1.0, 0.0, 0.0, -1.0);\n  return pos;\n}\nvoid main() { gl_Position = vert(); }",
        "frag": "\nprecision highp float;\nlayout(set = 0, binding = 0) uniform CCGlobal {\n  highp   vec4 cc_time;\n  mediump vec4 cc_screenSize;\n  mediump vec4 cc_nativeSize;\n};\nlayout(set = 0, binding = 1) uniform CCCamera {\n  highp   mat4 cc_matView;\n  highp   mat4 cc_matViewInv;\n  highp   mat4 cc_matProj;\n  highp   mat4 cc_matProjInv;\n  highp   mat4 cc_matViewProj;\n  highp   mat4 cc_matViewProjInv;\n  highp   vec4 cc_cameraPos;\n  mediump vec4 cc_screenScale;\n  mediump vec4 cc_exposure;\n  mediump vec4 cc_mainLitDir;\n  mediump vec4 cc_mainLitColor;\n  mediump vec4 cc_ambientSky;\n  mediump vec4 cc_ambientGround;\n  mediump vec4 cc_fogColor;\n  mediump vec4 cc_fogBase;\n  mediump vec4 cc_fogAdd;\n};\nvec3 ACESToneMap (vec3 color) {\n  color = min(color, vec3(8.0));\n  const float A = 2.51;\n  const float B = 0.03;\n  const float C = 2.43;\n  const float D = 0.59;\n  const float E = 0.14;\n  return (color * (A * color + B)) / (color * (C * color + D) + E);\n}\nlayout(location = 0) in vec2 v_uv;\nlayout(location = 1) in vec4 v_offset;\nlayout(set = 1, binding = 0) uniform sampler2D u_texSampler;\nlayout(set = 1, binding = 1) uniform sampler2D u_blendTexSampler;\nvec3 ToLDR(vec3 color) {\n  #if CC_USE_HDR\n    color *= cc_exposure.x * 1024.0;\n    color = ACESToneMap(color);\n    color = sqrt(color);\n  #endif\n  return color;\n}\nvec4 frag () {\n  #if CC_USE_SMAA\n    vec4 a;\n    a.rb = texture(u_blendTexSampler, v_uv).rb;\n    a.g = texture(u_blendTexSampler, v_offset.zw).g;\n    a.a = texture(u_blendTexSampler, v_offset.xy).a;\n    if (dot(a, vec4(1.0)) < 1e-5) {\n      vec4 o = texture(u_texSampler, v_uv);\n      o.rgb = ToLDR(o.rgb);\n      return o;\n    } else {\n      vec2 offset;\n      offset.x = a.a > a.b ? a.a : -a.b;\n      offset.y = a.g > a.r ? -a.g : a.r;\n      if (abs(offset.x) > abs(offset.y)) {\n        offset.y = 0.0;\n      } else {\n        offset.x = 0.0;\n      }\n      vec4 C = texture(u_texSampler, v_uv);\n      C.rgb = ToLDR(C.rgb);\n      vec2 uv = v_uv + sign(offset) * cc_nativeSize.zw;\n      vec4 Cop = texture(u_texSampler, uv);\n      Cop.rgb = ToLDR(Cop.rgb);\n      float s = abs(offset.x) > abs(offset.y) ? abs(offset.x) : abs(offset.y);\n      C.rgb = pow(C.rgb, vec3(2.2));\n      Cop.rgb = pow(Cop.rgb, vec3(2.2));\n      vec4 mixed = mix(C, Cop, s);\n      mixed.rgb = pow(mixed.rgb, vec3(1.0 / 2.2));\n      return mixed;\n    }\n  #else\n    vec4 o = texture(u_texSampler, v_uv);\n    o.rgb = ToLDR(o.rgb);\n    return o;\n  #endif\n}\nlayout(location = 0) out vec4 cc_FragColor;\nvoid main() { cc_FragColor = frag(); }"
      },
      "glsl3": {
        "vert": "\nprecision highp float;\nlayout(std140) uniform CCGlobal {\n  highp   vec4 cc_time;\n  mediump vec4 cc_screenSize;\n  mediump vec4 cc_nativeSize;\n};\nlayout(std140) uniform CCCamera {\n  highp   mat4 cc_matView;\n  highp   mat4 cc_matViewInv;\n  highp   mat4 cc_matProj;\n  highp   mat4 cc_matProjInv;\n  highp   mat4 cc_matViewProj;\n  highp   mat4 cc_matViewProjInv;\n  highp   vec4 cc_cameraPos;\n  mediump vec4 cc_screenScale;\n  mediump vec4 cc_exposure;\n  mediump vec4 cc_mainLitDir;\n  mediump vec4 cc_mainLitColor;\n  mediump vec4 cc_ambientSky;\n  mediump vec4 cc_ambientGround;\n  mediump vec4 cc_fogColor;\n  mediump vec4 cc_fogBase;\n  mediump vec4 cc_fogAdd;\n};\nin vec2 a_position;\nin vec2 a_texCoord;\nout vec2 v_uv;\nout vec4 v_offset;\nvec4 vert () {\n  vec4 pos = vec4(a_position, 0, 1);\n  v_uv = a_texCoord * cc_screenScale.xy;\n  v_offset = v_uv.xyxy + cc_nativeSize.zwzw * vec4(1.0, 0.0, 0.0, -1.0);\n  return pos;\n}\nvoid main() { gl_Position = vert(); }",
        "frag": "\nprecision highp float;\nlayout(std140) uniform CCGlobal {\n  highp   vec4 cc_time;\n  mediump vec4 cc_screenSize;\n  mediump vec4 cc_nativeSize;\n};\nlayout(std140) uniform CCCamera {\n  highp   mat4 cc_matView;\n  highp   mat4 cc_matViewInv;\n  highp   mat4 cc_matProj;\n  highp   mat4 cc_matProjInv;\n  highp   mat4 cc_matViewProj;\n  highp   mat4 cc_matViewProjInv;\n  highp   vec4 cc_cameraPos;\n  mediump vec4 cc_screenScale;\n  mediump vec4 cc_exposure;\n  mediump vec4 cc_mainLitDir;\n  mediump vec4 cc_mainLitColor;\n  mediump vec4 cc_ambientSky;\n  mediump vec4 cc_ambientGround;\n  mediump vec4 cc_fogColor;\n  mediump vec4 cc_fogBase;\n  mediump vec4 cc_fogAdd;\n};\nvec3 ACESToneMap (vec3 color) {\n  color = min(color, vec3(8.0));\n  const float A = 2.51;\n  const float B = 0.03;\n  const float C = 2.43;\n  const float D = 0.59;\n  const float E = 0.14;\n  return (color * (A * color + B)) / (color * (C * color + D) + E);\n}\nin vec2 v_uv;\nin vec4 v_offset;\nuniform sampler2D u_texSampler;\nuniform sampler2D u_blendTexSampler;\nvec3 ToLDR(vec3 color) {\n  #if CC_USE_HDR\n    color *= cc_exposure.x * 1024.0;\n    color = ACESToneMap(color);\n    color = sqrt(color);\n  #endif\n  return color;\n}\nvec4 frag () {\n  #if CC_USE_SMAA\n    vec4 a;\n    a.rb = texture(u_blendTexSampler, v_uv).rb;\n    a.g = texture(u_blendTexSampler, v_offset.zw).g;\n    a.a = texture(u_blendTexSampler, v_offset.xy).a;\n    if (dot(a, vec4(1.0)) < 1e-5) {\n      vec4 o = texture(u_texSampler, v_uv);\n      o.rgb = ToLDR(o.rgb);\n      return o;\n    } else {\n      vec2 offset;\n      offset.x = a.a > a.b ? a.a : -a.b;\n      offset.y = a.g > a.r ? -a.g : a.r;\n      if (abs(offset.x) > abs(offset.y)) {\n        offset.y = 0.0;\n      } else {\n        offset.x = 0.0;\n      }\n      vec4 C = texture(u_texSampler, v_uv);\n      C.rgb = ToLDR(C.rgb);\n      vec2 uv = v_uv + sign(offset) * cc_nativeSize.zw;\n      vec4 Cop = texture(u_texSampler, uv);\n      Cop.rgb = ToLDR(Cop.rgb);\n      float s = abs(offset.x) > abs(offset.y) ? abs(offset.x) : abs(offset.y);\n      C.rgb = pow(C.rgb, vec3(2.2));\n      Cop.rgb = pow(Cop.rgb, vec3(2.2));\n      vec4 mixed = mix(C, Cop, s);\n      mixed.rgb = pow(mixed.rgb, vec3(1.0 / 2.2));\n      return mixed;\n    }\n  #else\n    vec4 o = texture(u_texSampler, v_uv);\n    o.rgb = ToLDR(o.rgb);\n    return o;\n  #endif\n}\nlayout(location = 0) out vec4 cc_FragColor;\nvoid main() { cc_FragColor = frag(); }"
      },
      "glsl1": {
        "vert": "\nprecision highp float;\nuniform mediump vec4 cc_nativeSize;\nuniform mediump vec4 cc_screenScale;\nattribute vec2 a_position;\nattribute vec2 a_texCoord;\nvarying vec2 v_uv;\nvarying vec4 v_offset;\nvec4 vert () {\n  vec4 pos = vec4(a_position, 0, 1);\n  v_uv = a_texCoord * cc_screenScale.xy;\n  v_offset = v_uv.xyxy + cc_nativeSize.zwzw * vec4(1.0, 0.0, 0.0, -1.0);\n  return pos;\n}\nvoid main() { gl_Position = vert(); }",
        "frag": "\nprecision highp float;\nuniform mediump vec4 cc_nativeSize;\nuniform mediump vec4 cc_exposure;\nvec3 ACESToneMap (vec3 color) {\n  color = min(color, vec3(8.0));\n  const float A = 2.51;\n  const float B = 0.03;\n  const float C = 2.43;\n  const float D = 0.59;\n  const float E = 0.14;\n  return (color * (A * color + B)) / (color * (C * color + D) + E);\n}\nvarying vec2 v_uv;\nvarying vec4 v_offset;\nuniform sampler2D u_texSampler;\nuniform sampler2D u_blendTexSampler;\nvec3 ToLDR(vec3 color) {\n  #if CC_USE_HDR\n    color *= cc_exposure.x * 1024.0;\n    color = ACESToneMap(color);\n    color = sqrt(color);\n  #endif\n  return color;\n}\nvec4 frag () {\n  #if CC_USE_SMAA\n    vec4 a;\n    a.rb = texture2D(u_blendTexSampler, v_uv).rb;\n    a.g = texture2D(u_blendTexSampler, v_offset.zw).g;\n    a.a = texture2D(u_blendTexSampler, v_offset.xy).a;\n    if (dot(a, vec4(1.0)) < 1e-5) {\n      vec4 o = texture2D(u_texSampler, v_uv);\n      o.rgb = ToLDR(o.rgb);\n      return o;\n    } else {\n      vec2 offset;\n      offset.x = a.a > a.b ? a.a : -a.b;\n      offset.y = a.g > a.r ? -a.g : a.r;\n      if (abs(offset.x) > abs(offset.y)) {\n        offset.y = 0.0;\n      } else {\n        offset.x = 0.0;\n      }\n      vec4 C = texture2D(u_texSampler, v_uv);\n      C.rgb = ToLDR(C.rgb);\n      vec2 uv = v_uv + sign(offset) * cc_nativeSize.zw;\n      vec4 Cop = texture2D(u_texSampler, uv);\n      Cop.rgb = ToLDR(Cop.rgb);\n      float s = abs(offset.x) > abs(offset.y) ? abs(offset.x) : abs(offset.y);\n      C.rgb = pow(C.rgb, vec3(2.2));\n      Cop.rgb = pow(Cop.rgb, vec3(2.2));\n      vec4 mixed = mix(C, Cop, s);\n      mixed.rgb = pow(mixed.rgb, vec3(1.0 / 2.2));\n      return mixed;\n    }\n  #else\n    vec4 o = texture2D(u_texSampler, v_uv);\n    o.rgb = ToLDR(o.rgb);\n    return o;\n  #endif\n}\nvoid main() { gl_FragColor = frag(); }"
      },
      "builtins": {
        "globals": {
          "blocks": [
            {
              "name": "CCGlobal",
              "defines": []
            },
            {
              "name": "CCCamera",
              "defines": []
            }
          ],
          "samplers": []
        },
        "locals": {
          "blocks": [],
          "samplers": []
        }
      },
      "defines": [
        {
          "name": "CC_USE_HDR",
          "type": "boolean",
          "defines": []
        },
        {
          "name": "CC_USE_SMAA",
          "type": "boolean",
          "defines": []
        }
      ],
      "blocks": [],
      "samplers": [
        {
          "name": "u_texSampler",
          "type": 28,
          "count": 1,
          "defines": [],
          "stageFlags": 16,
          "binding": 0
        },
        {
          "name": "u_blendTexSampler",
          "type": 28,
          "count": 1,
          "defines": [],
          "stageFlags": 16,
          "binding": 1
        }
      ],
      "attributes": [
        {
          "name": "a_position",
          "type": 14,
          "count": 1,
          "defines": [],
          "stageFlags": 1,
          "format": 21,
          "location": 0
        },
        {
          "name": "a_texCoord",
          "type": 14,
          "count": 1,
          "defines": [],
          "stageFlags": 1,
          "format": 21,
          "location": 1
        }
      ],
      "varyings": [
        {
          "name": "v_uv",
          "type": 14,
          "count": 1,
          "defines": [],
          "stageFlags": 1,
          "location": 0
        },
        {
          "name": "v_offset",
          "type": 16,
          "count": 1,
          "defines": [],
          "stageFlags": 1,
          "location": 1
        }
      ],
      "name": "pipeline/tonemap|tonemap-vs:vert|tonemap-fs:frag"
    }
  ],
  "combinations": [],
  "hideInEditor": false
}