{
  "__type__": "cc.EffectAsset",
  "_name": "builtin-billboard",
  "_objFlags": 0,
  "_native": "",
  "techniques": [
    {
      "name": "add",
      "passes": [
        {
          "rasterizerState": {
            "cullMode": 0
          },
          "blendState": {
            "targets": [
              {
                "blend": true,
                "blendSrc": 2,
                "blendDst": 1,
                "blendSrcAlpha": 2,
                "blendDstAlpha": 1
              }
            ]
          },
          "program": "builtin-billboard|vert:vs_main|tinted-fs:add",
          "depthStencilState": {
            "depthTest": true,
            "depthWrite": false
          },
          "properties": {
            "mainTexture": {
              "value": "grey",
              "type": 28
            },
            "mainTiling_Offset": {
              "value": [
                1,
                1,
                0,
                0
              ],
              "type": 16
            },
            "tintColor": {
              "value": [
                0.5,
                0.5,
                0.5,
                0.5
              ],
              "editor": {
                "type": "color"
              },
              "type": 16
            }
          }
        }
      ]
    },
    {
      "name": "alpha-blend",
      "passes": [
        {
          "rasterizerState": {
            "cullMode": 0
          },
          "blendState": {
            "targets": [
              {
                "blend": true,
                "blendSrc": 1,
                "blendDst": 4,
                "blendSrcAlpha": 1,
                "blendDstAlpha": 4
              }
            ]
          },
          "program": "builtin-billboard|vert:vs_main|tinted-fs:add",
          "depthStencilState": {
            "depthTest": true,
            "depthWrite": false
          },
          "properties": {
            "mainTexture": {
              "value": "grey",
              "type": 28
            },
            "mainTiling_Offset": {
              "value": [
                1,
                1,
                0,
                0
              ],
              "type": 16
            },
            "tintColor": {
              "value": [
                0.5,
                0.5,
                0.5,
                0.5
              ],
              "editor": {
                "type": "color"
              },
              "type": 16
            }
          }
        }
      ]
    },
    {
      "name": "add-multiply",
      "passes": [
        {
          "rasterizerState": {
            "cullMode": 0
          },
          "blendState": {
            "targets": [
              {
                "blend": true,
                "blendSrc": 1,
                "blendDst": 4,
                "blendSrcAlpha": 1,
                "blendDstAlpha": 4
              }
            ]
          },
          "program": "builtin-billboard|vert:vs_main|tinted-fs:multiply",
          "depthStencilState": {
            "depthTest": true,
            "depthWrite": false
          },
          "properties": {
            "mainTexture": {
              "value": "grey",
              "type": 28
            },
            "mainTiling_Offset": {
              "value": [
                1,
                1,
                0,
                0
              ],
              "type": 16
            },
            "tintColor": {
              "value": [
                0.5,
                0.5,
                0.5,
                0.5
              ],
              "editor": {
                "type": "color"
              },
              "type": 16
            }
          }
        }
      ]
    },
    {
      "name": "add-smooth",
      "passes": [
        {
          "rasterizerState": {
            "cullMode": 0
          },
          "blendState": {
            "targets": [
              {
                "blend": true,
                "blendSrc": 1,
                "blendDst": 4,
                "blendSrcAlpha": 1,
                "blendDstAlpha": 4
              }
            ]
          },
          "program": "builtin-billboard|vert:vs_main|no-tint-fs:addSmooth",
          "depthStencilState": {
            "depthTest": true,
            "depthWrite": false
          },
          "properties": {
            "mainTexture": {
              "value": "grey",
              "type": 28
            },
            "mainTiling_Offset": {
              "value": [
                1,
                1,
                0,
                0
              ],
              "type": 16
            }
          }
        }
      ]
    },
    {
      "name": "premultiply-blend",
      "passes": [
        {
          "rasterizerState": {
            "cullMode": 0
          },
          "blendState": {
            "targets": [
              {
                "blend": true,
                "blendSrc": 1,
                "blendDst": 4,
                "blendSrcAlpha": 1,
                "blendDstAlpha": 4
              }
            ]
          },
          "program": "builtin-billboard|vert:vs_main|no-tint-fs:premultiplied",
          "depthStencilState": {
            "depthTest": true,
            "depthWrite": false
          },
          "properties": {
            "mainTexture": {
              "value": "grey",
              "type": 28
            },
            "mainTiling_Offset": {
              "value": [
                1,
                1,
                0,
                0
              ],
              "type": 16
            }
          }
        }
      ]
    }
  ],
  "shaders": [
    {
      "hash": 2143664850,
      "glsl4": {
        "vert": "\nprecision mediump float;\nlayout(set = 1, binding = 0) uniform Constants {\n  vec4 mainTiling_Offset;\n  vec4 frameTile_velLenScale;\n  vec4 scale;\n};\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(set = 2, binding = 0) uniform CCLocal {\n  highp mat4 cc_matWorld;\n  highp mat4 cc_matWorldIT;\n  highp vec4 cc_lightingMapUVParam;\n};\nvec4 quaternionFromAxis (vec3 xAxis,vec3 yAxis,vec3 zAxis){\n  mat3 m = mat3(xAxis,yAxis,zAxis);\n  float trace = m[0][0] + m[1][1] + m[2][2];\n  vec4 quat;\n  if (trace > 0.) {\n    float s = 0.5 / sqrt(trace + 1.0);\n    quat.w = 0.25 / s;\n    quat.x = (m[2][1] - m[1][2]) * s;\n    quat.y = (m[0][2] - m[2][0]) * s;\n    quat.z = (m[1][0] - m[0][1]) * s;\n  } else if ((m[0][0] > m[1][1]) && (m[0][0] > m[2][2])) {\n    float s = 2.0 * sqrt(1.0 + m[0][0] - m[1][1] - m[2][2]);\n    quat.w = (m[2][1] - m[1][2]) / s;\n    quat.x = 0.25 * s;\n    quat.y = (m[0][1] + m[1][0]) / s;\n    quat.z = (m[0][2] + m[2][0]) / s;\n  } else if (m[1][1] > m[2][2]) {\n    float s = 2.0 * sqrt(1.0 + m[1][1] - m[0][0] - m[2][2]);\n    quat.w = (m[0][2] - m[2][0]) / s;\n    quat.x = (m[0][1] + m[1][0]) / s;\n    quat.y = 0.25 * s;\n    quat.z = (m[1][2] + m[2][1]) / s;\n  } else {\n    float s = 2.0 * sqrt(1.0 + m[2][2] - m[0][0] - m[1][1]);\n    quat.w = (m[1][0] - m[0][1]) / s;\n    quat.x = (m[0][2] + m[2][0]) / s;\n    quat.y = (m[1][2] + m[2][1]) / s;\n    quat.z = 0.25 * s;\n  }\n  float len = quat.x * quat.x + quat.y * quat.y + quat.z * quat.z + quat.w * quat.w;\n  if (len > 0.) {\n    len = 1. / sqrt(len);\n    quat.x = quat.x * len;\n    quat.y = quat.y * len;\n    quat.z = quat.z * len;\n    quat.w = quat.w * len;\n  }\n  return quat;\n}\nvec4 quaternionFromEuler (vec3 angle){\n  float x = angle.x / 2.;\n  float y = angle.y / 2.;\n  float z = angle.z / 2.;\n  float sx = sin(x);\n  float cx = cos(x);\n  float sy = sin(y);\n  float cy = cos(y);\n  float sz = sin(z);\n  float cz = cos(z);\n  vec4 quat = vec4(0);\n  quat.x = sx * cy * cz + cx * sy * sz;\n  quat.y = cx * sy * cz + sx * cy * sz;\n  quat.z = cx * cy * sz - sx * sy * cz;\n  quat.w = cx * cy * cz - sx * sy * sz;\n  return quat;\n}\nvec4 quatMultiply (vec4 a, vec4 b){\n  vec4 quat;\n  quat.x = a.x * b.w + a.w * b.x + a.y * b.z - a.z * b.y;\n  quat.y = a.y * b.w + a.w * b.y + a.z * b.x - a.x * b.z;\n  quat.z = a.z * b.w + a.w * b.z + a.x * b.y - a.y * b.x;\n  quat.w = a.w * b.w - a.x * b.x - a.y * b.y - a.z * b.z;\n  return quat;\n}\nvoid rotateVecFromQuat (inout vec3 v, vec4 q){\n  float ix = q.w * v.x + q.y * v.z - q.z * v.y;\n  float iy = q.w * v.y + q.z * v.x - q.x * v.z;\n  float iz = q.w * v.z + q.x * v.y - q.y * v.x;\n  float iw = -q.x * v.x - q.y * v.y - q.z * v.z;\n  v.x = ix * q.w + iw * -q.x + iy * -q.z - iz * -q.y;\n  v.y = iy * q.w + iw * -q.y + iz * -q.x - ix * -q.z;\n  v.z = iz * q.w + iw * -q.z + ix * -q.y - iy * -q.x;\n}\nvec3 rotateInLocalSpace (vec3 pos, vec3 xAxis, vec3 yAxis, vec3 zAxis, vec4 q){\n  vec4 viewQuat = quaternionFromAxis(xAxis, yAxis, zAxis);\n  vec4 rotQuat = quatMultiply(viewQuat, q);\n  rotateVecFromQuat(pos, rotQuat);\n  return pos;\n}\nvoid rotateCorner (inout vec2 corner, float angle){\n  float xOS = cos(angle) * corner.x - sin(angle) * corner.y;\n  float yOS = sin(angle) * corner.x + cos(angle) * corner.y;\n  corner.x = xOS;\n  corner.y = yOS;\n}\nlayout(location = 0) out mediump vec2 uv;\nlayout(location = 1) out mediump vec4 color;\nvoid computeVertPos (inout vec4 pos, vec2 vertOffset, vec4 q, vec3 s\n  , mat4 viewInv\n) {\n  vec3 viewSpaceVert = vec3(vertOffset.x * s.x, vertOffset.y * s.y, 0.);\n  vec3 camX = normalize(vec3(viewInv[0][0], viewInv[1][0], viewInv[2][0]));\n  vec3 camY = normalize(vec3(viewInv[0][1], viewInv[1][1], viewInv[2][1]));\n  vec3 camZ = normalize(vec3(viewInv[0][2], viewInv[1][2], viewInv[2][2]));\n  pos.xyz += rotateInLocalSpace(viewSpaceVert, camX, camY, camZ, q);\n}\nlayout(location = 0) in vec3 a_position;\nlayout(location = 1) in vec2 a_texCoord;\nlayout(location = 2) in vec4 a_color;\nlayout(set = 1, binding = 1) uniform builtin {\n  vec4 cc_size_rotation;\n};\nvec4 vs_main() {\n  vec4 pos = vec4(a_position, 1);\n  pos = cc_matWorld * pos;\n  vec2 vertOffset = a_texCoord.xy - 0.5;\n  computeVertPos(pos, vertOffset, quaternionFromEuler(vec3(0., 0., cc_size_rotation.z)), vec3(cc_size_rotation.xy, 0.), cc_matViewInv);\n  pos = cc_matViewProj * pos;\n  uv = a_texCoord.xy;\n  color = a_color;\n  return pos;\n}\nvoid main() { gl_Position = vs_main(); }",
        "frag": "\nprecision mediump 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 SRGBToLinear (vec3 gamma) {\n  return gamma * gamma;\n}\nvec4 CCFragOutput (vec4 color) {\n  #if CC_USE_HDR\n    color.rgb = mix(color.rgb, SRGBToLinear(color.rgb) * cc_exposure.w, vec3(cc_exposure.z));\n  #endif\n  return color;\n}\nlayout(location = 0) in vec2 uv;\nlayout(location = 1) in vec4 color;\nlayout(set = 1, binding = 3) uniform sampler2D mainTexture;\nlayout(set = 1, binding = 2) uniform FragConstants {\n  vec4 tintColor;\n};\nvec4 add () {\n  vec4 col = 2.0 * color * tintColor * texture(mainTexture, uv);\n  return CCFragOutput(col);\n}\nlayout(location = 0) out vec4 cc_FragColor;\nvoid main() { cc_FragColor = add(); }"
      },
      "glsl3": {
        "vert": "\nprecision mediump float;\nlayout(std140) uniform Constants {\n  vec4 mainTiling_Offset;\n  vec4 frameTile_velLenScale;\n  vec4 scale;\n};\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};\nlayout(std140) uniform CCLocal {\n  highp mat4 cc_matWorld;\n  highp mat4 cc_matWorldIT;\n  highp vec4 cc_lightingMapUVParam;\n};\nvec4 quaternionFromAxis (vec3 xAxis,vec3 yAxis,vec3 zAxis){\n  mat3 m = mat3(xAxis,yAxis,zAxis);\n  float trace = m[0][0] + m[1][1] + m[2][2];\n  vec4 quat;\n  if (trace > 0.) {\n    float s = 0.5 / sqrt(trace + 1.0);\n    quat.w = 0.25 / s;\n    quat.x = (m[2][1] - m[1][2]) * s;\n    quat.y = (m[0][2] - m[2][0]) * s;\n    quat.z = (m[1][0] - m[0][1]) * s;\n  } else if ((m[0][0] > m[1][1]) && (m[0][0] > m[2][2])) {\n    float s = 2.0 * sqrt(1.0 + m[0][0] - m[1][1] - m[2][2]);\n    quat.w = (m[2][1] - m[1][2]) / s;\n    quat.x = 0.25 * s;\n    quat.y = (m[0][1] + m[1][0]) / s;\n    quat.z = (m[0][2] + m[2][0]) / s;\n  } else if (m[1][1] > m[2][2]) {\n    float s = 2.0 * sqrt(1.0 + m[1][1] - m[0][0] - m[2][2]);\n    quat.w = (m[0][2] - m[2][0]) / s;\n    quat.x = (m[0][1] + m[1][0]) / s;\n    quat.y = 0.25 * s;\n    quat.z = (m[1][2] + m[2][1]) / s;\n  } else {\n    float s = 2.0 * sqrt(1.0 + m[2][2] - m[0][0] - m[1][1]);\n    quat.w = (m[1][0] - m[0][1]) / s;\n    quat.x = (m[0][2] + m[2][0]) / s;\n    quat.y = (m[1][2] + m[2][1]) / s;\n    quat.z = 0.25 * s;\n  }\n  float len = quat.x * quat.x + quat.y * quat.y + quat.z * quat.z + quat.w * quat.w;\n  if (len > 0.) {\n    len = 1. / sqrt(len);\n    quat.x = quat.x * len;\n    quat.y = quat.y * len;\n    quat.z = quat.z * len;\n    quat.w = quat.w * len;\n  }\n  return quat;\n}\nvec4 quaternionFromEuler (vec3 angle){\n  float x = angle.x / 2.;\n  float y = angle.y / 2.;\n  float z = angle.z / 2.;\n  float sx = sin(x);\n  float cx = cos(x);\n  float sy = sin(y);\n  float cy = cos(y);\n  float sz = sin(z);\n  float cz = cos(z);\n  vec4 quat = vec4(0);\n  quat.x = sx * cy * cz + cx * sy * sz;\n  quat.y = cx * sy * cz + sx * cy * sz;\n  quat.z = cx * cy * sz - sx * sy * cz;\n  quat.w = cx * cy * cz - sx * sy * sz;\n  return quat;\n}\nvec4 quatMultiply (vec4 a, vec4 b){\n  vec4 quat;\n  quat.x = a.x * b.w + a.w * b.x + a.y * b.z - a.z * b.y;\n  quat.y = a.y * b.w + a.w * b.y + a.z * b.x - a.x * b.z;\n  quat.z = a.z * b.w + a.w * b.z + a.x * b.y - a.y * b.x;\n  quat.w = a.w * b.w - a.x * b.x - a.y * b.y - a.z * b.z;\n  return quat;\n}\nvoid rotateVecFromQuat (inout vec3 v, vec4 q){\n  float ix = q.w * v.x + q.y * v.z - q.z * v.y;\n  float iy = q.w * v.y + q.z * v.x - q.x * v.z;\n  float iz = q.w * v.z + q.x * v.y - q.y * v.x;\n  float iw = -q.x * v.x - q.y * v.y - q.z * v.z;\n  v.x = ix * q.w + iw * -q.x + iy * -q.z - iz * -q.y;\n  v.y = iy * q.w + iw * -q.y + iz * -q.x - ix * -q.z;\n  v.z = iz * q.w + iw * -q.z + ix * -q.y - iy * -q.x;\n}\nvec3 rotateInLocalSpace (vec3 pos, vec3 xAxis, vec3 yAxis, vec3 zAxis, vec4 q){\n  vec4 viewQuat = quaternionFromAxis(xAxis, yAxis, zAxis);\n  vec4 rotQuat = quatMultiply(viewQuat, q);\n  rotateVecFromQuat(pos, rotQuat);\n  return pos;\n}\nvoid rotateCorner (inout vec2 corner, float angle){\n  float xOS = cos(angle) * corner.x - sin(angle) * corner.y;\n  float yOS = sin(angle) * corner.x + cos(angle) * corner.y;\n  corner.x = xOS;\n  corner.y = yOS;\n}\nout mediump vec2 uv;\nout mediump vec4 color;\nvoid computeVertPos (inout vec4 pos, vec2 vertOffset, vec4 q, vec3 s\n  , mat4 viewInv\n) {\n  vec3 viewSpaceVert = vec3(vertOffset.x * s.x, vertOffset.y * s.y, 0.);\n  vec3 camX = normalize(vec3(viewInv[0][0], viewInv[1][0], viewInv[2][0]));\n  vec3 camY = normalize(vec3(viewInv[0][1], viewInv[1][1], viewInv[2][1]));\n  vec3 camZ = normalize(vec3(viewInv[0][2], viewInv[1][2], viewInv[2][2]));\n  pos.xyz += rotateInLocalSpace(viewSpaceVert, camX, camY, camZ, q);\n}\nin vec3 a_position;\nin vec2 a_texCoord;\nin vec4 a_color;\nlayout(std140) uniform builtin {\n  vec4 cc_size_rotation;\n};\nvec4 vs_main() {\n  vec4 pos = vec4(a_position, 1);\n  pos = cc_matWorld * pos;\n  vec2 vertOffset = a_texCoord.xy - 0.5;\n  computeVertPos(pos, vertOffset, quaternionFromEuler(vec3(0., 0., cc_size_rotation.z)), vec3(cc_size_rotation.xy, 0.), cc_matViewInv);\n  pos = cc_matViewProj * pos;\n  uv = a_texCoord.xy;\n  color = a_color;\n  return pos;\n}\nvoid main() { gl_Position = vs_main(); }",
        "frag": "\nprecision mediump 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 SRGBToLinear (vec3 gamma) {\n  return gamma * gamma;\n}\nvec4 CCFragOutput (vec4 color) {\n  #if CC_USE_HDR\n    color.rgb = mix(color.rgb, SRGBToLinear(color.rgb) * cc_exposure.w, vec3(cc_exposure.z));\n  #endif\n  return color;\n}\nin vec2 uv;\nin vec4 color;\nuniform sampler2D mainTexture;\nlayout(std140) uniform FragConstants {\n  vec4 tintColor;\n};\nvec4 add () {\n  vec4 col = 2.0 * color * tintColor * texture(mainTexture, uv);\n  return CCFragOutput(col);\n}\nlayout(location = 0) out vec4 cc_FragColor;\nvoid main() { cc_FragColor = add(); }"
      },
      "glsl1": {
        "vert": "\nprecision mediump float;\nuniform highp mat4 cc_matView;\nuniform highp mat4 cc_matViewInv;\nuniform highp mat4 cc_matViewProj;\nuniform highp mat4 cc_matWorld;\nvec4 quaternionFromAxis (vec3 xAxis,vec3 yAxis,vec3 zAxis){\n  mat3 m = mat3(xAxis,yAxis,zAxis);\n  float trace = m[0][0] + m[1][1] + m[2][2];\n  vec4 quat;\n  if (trace > 0.) {\n    float s = 0.5 / sqrt(trace + 1.0);\n    quat.w = 0.25 / s;\n    quat.x = (m[2][1] - m[1][2]) * s;\n    quat.y = (m[0][2] - m[2][0]) * s;\n    quat.z = (m[1][0] - m[0][1]) * s;\n  } else if ((m[0][0] > m[1][1]) && (m[0][0] > m[2][2])) {\n    float s = 2.0 * sqrt(1.0 + m[0][0] - m[1][1] - m[2][2]);\n    quat.w = (m[2][1] - m[1][2]) / s;\n    quat.x = 0.25 * s;\n    quat.y = (m[0][1] + m[1][0]) / s;\n    quat.z = (m[0][2] + m[2][0]) / s;\n  } else if (m[1][1] > m[2][2]) {\n    float s = 2.0 * sqrt(1.0 + m[1][1] - m[0][0] - m[2][2]);\n    quat.w = (m[0][2] - m[2][0]) / s;\n    quat.x = (m[0][1] + m[1][0]) / s;\n    quat.y = 0.25 * s;\n    quat.z = (m[1][2] + m[2][1]) / s;\n  } else {\n    float s = 2.0 * sqrt(1.0 + m[2][2] - m[0][0] - m[1][1]);\n    quat.w = (m[1][0] - m[0][1]) / s;\n    quat.x = (m[0][2] + m[2][0]) / s;\n    quat.y = (m[1][2] + m[2][1]) / s;\n    quat.z = 0.25 * s;\n  }\n  float len = quat.x * quat.x + quat.y * quat.y + quat.z * quat.z + quat.w * quat.w;\n  if (len > 0.) {\n    len = 1. / sqrt(len);\n    quat.x = quat.x * len;\n    quat.y = quat.y * len;\n    quat.z = quat.z * len;\n    quat.w = quat.w * len;\n  }\n  return quat;\n}\nvec4 quaternionFromEuler (vec3 angle){\n  float x = angle.x / 2.;\n  float y = angle.y / 2.;\n  float z = angle.z / 2.;\n  float sx = sin(x);\n  float cx = cos(x);\n  float sy = sin(y);\n  float cy = cos(y);\n  float sz = sin(z);\n  float cz = cos(z);\n  vec4 quat = vec4(0);\n  quat.x = sx * cy * cz + cx * sy * sz;\n  quat.y = cx * sy * cz + sx * cy * sz;\n  quat.z = cx * cy * sz - sx * sy * cz;\n  quat.w = cx * cy * cz - sx * sy * sz;\n  return quat;\n}\nvec4 quatMultiply (vec4 a, vec4 b){\n  vec4 quat;\n  quat.x = a.x * b.w + a.w * b.x + a.y * b.z - a.z * b.y;\n  quat.y = a.y * b.w + a.w * b.y + a.z * b.x - a.x * b.z;\n  quat.z = a.z * b.w + a.w * b.z + a.x * b.y - a.y * b.x;\n  quat.w = a.w * b.w - a.x * b.x - a.y * b.y - a.z * b.z;\n  return quat;\n}\nvoid rotateVecFromQuat (inout vec3 v, vec4 q){\n  float ix = q.w * v.x + q.y * v.z - q.z * v.y;\n  float iy = q.w * v.y + q.z * v.x - q.x * v.z;\n  float iz = q.w * v.z + q.x * v.y - q.y * v.x;\n  float iw = -q.x * v.x - q.y * v.y - q.z * v.z;\n  v.x = ix * q.w + iw * -q.x + iy * -q.z - iz * -q.y;\n  v.y = iy * q.w + iw * -q.y + iz * -q.x - ix * -q.z;\n  v.z = iz * q.w + iw * -q.z + ix * -q.y - iy * -q.x;\n}\nvec3 rotateInLocalSpace (vec3 pos, vec3 xAxis, vec3 yAxis, vec3 zAxis, vec4 q){\n  vec4 viewQuat = quaternionFromAxis(xAxis, yAxis, zAxis);\n  vec4 rotQuat = quatMultiply(viewQuat, q);\n  rotateVecFromQuat(pos, rotQuat);\n  return pos;\n}\nvoid rotateCorner (inout vec2 corner, float angle){\n  float xOS = cos(angle) * corner.x - sin(angle) * corner.y;\n  float yOS = sin(angle) * corner.x + cos(angle) * corner.y;\n  corner.x = xOS;\n  corner.y = yOS;\n}\nvarying mediump vec2 uv;\nvarying mediump vec4 color;\nvoid computeVertPos (inout vec4 pos, vec2 vertOffset, vec4 q, vec3 s\n  , mat4 viewInv\n) {\n  vec3 viewSpaceVert = vec3(vertOffset.x * s.x, vertOffset.y * s.y, 0.);\n  vec3 camX = normalize(vec3(viewInv[0][0], viewInv[1][0], viewInv[2][0]));\n  vec3 camY = normalize(vec3(viewInv[0][1], viewInv[1][1], viewInv[2][1]));\n  vec3 camZ = normalize(vec3(viewInv[0][2], viewInv[1][2], viewInv[2][2]));\n  pos.xyz += rotateInLocalSpace(viewSpaceVert, camX, camY, camZ, q);\n}\nattribute vec3 a_position;\nattribute vec2 a_texCoord;\nattribute vec4 a_color;\nuniform vec4 cc_size_rotation;\nvec4 vs_main() {\n  vec4 pos = vec4(a_position, 1);\n  pos = cc_matWorld * pos;\n  vec2 vertOffset = a_texCoord.xy - 0.5;\n  computeVertPos(pos, vertOffset, quaternionFromEuler(vec3(0., 0., cc_size_rotation.z)), vec3(cc_size_rotation.xy, 0.), cc_matViewInv);\n  pos = cc_matViewProj * pos;\n  uv = a_texCoord.xy;\n  color = a_color;\n  return pos;\n}\nvoid main() { gl_Position = vs_main(); }",
        "frag": "\nprecision mediump float;\nuniform mediump vec4 cc_exposure;\nvec3 SRGBToLinear (vec3 gamma) {\n  return gamma * gamma;\n}\nvec4 CCFragOutput (vec4 color) {\n  #if CC_USE_HDR\n    color.rgb = mix(color.rgb, SRGBToLinear(color.rgb) * cc_exposure.w, vec3(cc_exposure.z));\n  #endif\n  return color;\n}\nvarying vec2 uv;\nvarying vec4 color;\nuniform sampler2D mainTexture;\nuniform vec4 tintColor;\nvec4 add () {\n  vec4 col = 2.0 * color * tintColor * texture2D(mainTexture, uv);\n  return CCFragOutput(col);\n}\nvoid main() { gl_FragColor = add(); }"
      },
      "builtins": {
        "globals": {
          "blocks": [
            {
              "name": "CCGlobal",
              "defines": []
            },
            {
              "name": "CCCamera",
              "defines": []
            }
          ],
          "samplers": []
        },
        "locals": {
          "blocks": [
            {
              "name": "CCLocal",
              "defines": []
            }
          ],
          "samplers": []
        }
      },
      "defines": [
        {
          "name": "CC_USE_HDR",
          "type": "boolean",
          "defines": []
        }
      ],
      "blocks": [
        {
          "name": "Constants",
          "members": [
            {
              "name": "mainTiling_Offset",
              "type": 16,
              "count": 1
            },
            {
              "name": "frameTile_velLenScale",
              "type": 16,
              "count": 1
            },
            {
              "name": "scale",
              "type": 16,
              "count": 1
            }
          ],
          "defines": [],
          "stageFlags": 1,
          "binding": 0
        },
        {
          "name": "builtin",
          "members": [
            {
              "name": "cc_size_rotation",
              "type": 16,
              "count": 1
            }
          ],
          "defines": [],
          "stageFlags": 1,
          "binding": 1
        },
        {
          "name": "FragConstants",
          "members": [
            {
              "name": "tintColor",
              "type": 16,
              "count": 1
            }
          ],
          "defines": [],
          "stageFlags": 16,
          "binding": 2
        }
      ],
      "samplers": [
        {
          "name": "mainTexture",
          "type": 28,
          "count": 1,
          "defines": [],
          "stageFlags": 16,
          "binding": 3
        }
      ],
      "attributes": [
        {
          "name": "a_position",
          "type": 15,
          "count": 1,
          "defines": [],
          "stageFlags": 1,
          "format": 32,
          "location": 0
        },
        {
          "name": "a_texCoord",
          "type": 14,
          "count": 1,
          "defines": [],
          "stageFlags": 1,
          "format": 21,
          "location": 1
        },
        {
          "name": "a_color",
          "type": 16,
          "count": 1,
          "defines": [],
          "stageFlags": 1,
          "format": 44,
          "location": 2
        }
      ],
      "varyings": [
        {
          "name": "uv",
          "type": 14,
          "count": 1,
          "defines": [],
          "stageFlags": 1,
          "location": 0
        },
        {
          "name": "color",
          "type": 16,
          "count": 1,
          "defines": [],
          "stageFlags": 1,
          "location": 1
        }
      ],
      "name": "builtin-billboard|vert:vs_main|tinted-fs:add"
    },
    {
      "hash": 3590775977,
      "glsl4": {
        "vert": "\nprecision mediump float;\nlayout(set = 1, binding = 0) uniform Constants {\n  vec4 mainTiling_Offset;\n  vec4 frameTile_velLenScale;\n  vec4 scale;\n};\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(set = 2, binding = 0) uniform CCLocal {\n  highp mat4 cc_matWorld;\n  highp mat4 cc_matWorldIT;\n  highp vec4 cc_lightingMapUVParam;\n};\nvec4 quaternionFromAxis (vec3 xAxis,vec3 yAxis,vec3 zAxis){\n  mat3 m = mat3(xAxis,yAxis,zAxis);\n  float trace = m[0][0] + m[1][1] + m[2][2];\n  vec4 quat;\n  if (trace > 0.) {\n    float s = 0.5 / sqrt(trace + 1.0);\n    quat.w = 0.25 / s;\n    quat.x = (m[2][1] - m[1][2]) * s;\n    quat.y = (m[0][2] - m[2][0]) * s;\n    quat.z = (m[1][0] - m[0][1]) * s;\n  } else if ((m[0][0] > m[1][1]) && (m[0][0] > m[2][2])) {\n    float s = 2.0 * sqrt(1.0 + m[0][0] - m[1][1] - m[2][2]);\n    quat.w = (m[2][1] - m[1][2]) / s;\n    quat.x = 0.25 * s;\n    quat.y = (m[0][1] + m[1][0]) / s;\n    quat.z = (m[0][2] + m[2][0]) / s;\n  } else if (m[1][1] > m[2][2]) {\n    float s = 2.0 * sqrt(1.0 + m[1][1] - m[0][0] - m[2][2]);\n    quat.w = (m[0][2] - m[2][0]) / s;\n    quat.x = (m[0][1] + m[1][0]) / s;\n    quat.y = 0.25 * s;\n    quat.z = (m[1][2] + m[2][1]) / s;\n  } else {\n    float s = 2.0 * sqrt(1.0 + m[2][2] - m[0][0] - m[1][1]);\n    quat.w = (m[1][0] - m[0][1]) / s;\n    quat.x = (m[0][2] + m[2][0]) / s;\n    quat.y = (m[1][2] + m[2][1]) / s;\n    quat.z = 0.25 * s;\n  }\n  float len = quat.x * quat.x + quat.y * quat.y + quat.z * quat.z + quat.w * quat.w;\n  if (len > 0.) {\n    len = 1. / sqrt(len);\n    quat.x = quat.x * len;\n    quat.y = quat.y * len;\n    quat.z = quat.z * len;\n    quat.w = quat.w * len;\n  }\n  return quat;\n}\nvec4 quaternionFromEuler (vec3 angle){\n  float x = angle.x / 2.;\n  float y = angle.y / 2.;\n  float z = angle.z / 2.;\n  float sx = sin(x);\n  float cx = cos(x);\n  float sy = sin(y);\n  float cy = cos(y);\n  float sz = sin(z);\n  float cz = cos(z);\n  vec4 quat = vec4(0);\n  quat.x = sx * cy * cz + cx * sy * sz;\n  quat.y = cx * sy * cz + sx * cy * sz;\n  quat.z = cx * cy * sz - sx * sy * cz;\n  quat.w = cx * cy * cz - sx * sy * sz;\n  return quat;\n}\nvec4 quatMultiply (vec4 a, vec4 b){\n  vec4 quat;\n  quat.x = a.x * b.w + a.w * b.x + a.y * b.z - a.z * b.y;\n  quat.y = a.y * b.w + a.w * b.y + a.z * b.x - a.x * b.z;\n  quat.z = a.z * b.w + a.w * b.z + a.x * b.y - a.y * b.x;\n  quat.w = a.w * b.w - a.x * b.x - a.y * b.y - a.z * b.z;\n  return quat;\n}\nvoid rotateVecFromQuat (inout vec3 v, vec4 q){\n  float ix = q.w * v.x + q.y * v.z - q.z * v.y;\n  float iy = q.w * v.y + q.z * v.x - q.x * v.z;\n  float iz = q.w * v.z + q.x * v.y - q.y * v.x;\n  float iw = -q.x * v.x - q.y * v.y - q.z * v.z;\n  v.x = ix * q.w + iw * -q.x + iy * -q.z - iz * -q.y;\n  v.y = iy * q.w + iw * -q.y + iz * -q.x - ix * -q.z;\n  v.z = iz * q.w + iw * -q.z + ix * -q.y - iy * -q.x;\n}\nvec3 rotateInLocalSpace (vec3 pos, vec3 xAxis, vec3 yAxis, vec3 zAxis, vec4 q){\n  vec4 viewQuat = quaternionFromAxis(xAxis, yAxis, zAxis);\n  vec4 rotQuat = quatMultiply(viewQuat, q);\n  rotateVecFromQuat(pos, rotQuat);\n  return pos;\n}\nvoid rotateCorner (inout vec2 corner, float angle){\n  float xOS = cos(angle) * corner.x - sin(angle) * corner.y;\n  float yOS = sin(angle) * corner.x + cos(angle) * corner.y;\n  corner.x = xOS;\n  corner.y = yOS;\n}\nlayout(location = 0) out mediump vec2 uv;\nlayout(location = 1) out mediump vec4 color;\nvoid computeVertPos (inout vec4 pos, vec2 vertOffset, vec4 q, vec3 s\n  , mat4 viewInv\n) {\n  vec3 viewSpaceVert = vec3(vertOffset.x * s.x, vertOffset.y * s.y, 0.);\n  vec3 camX = normalize(vec3(viewInv[0][0], viewInv[1][0], viewInv[2][0]));\n  vec3 camY = normalize(vec3(viewInv[0][1], viewInv[1][1], viewInv[2][1]));\n  vec3 camZ = normalize(vec3(viewInv[0][2], viewInv[1][2], viewInv[2][2]));\n  pos.xyz += rotateInLocalSpace(viewSpaceVert, camX, camY, camZ, q);\n}\nlayout(location = 0) in vec3 a_position;\nlayout(location = 1) in vec2 a_texCoord;\nlayout(location = 2) in vec4 a_color;\nlayout(set = 1, binding = 1) uniform builtin {\n  vec4 cc_size_rotation;\n};\nvec4 vs_main() {\n  vec4 pos = vec4(a_position, 1);\n  pos = cc_matWorld * pos;\n  vec2 vertOffset = a_texCoord.xy - 0.5;\n  computeVertPos(pos, vertOffset, quaternionFromEuler(vec3(0., 0., cc_size_rotation.z)), vec3(cc_size_rotation.xy, 0.), cc_matViewInv);\n  pos = cc_matViewProj * pos;\n  uv = a_texCoord.xy;\n  color = a_color;\n  return pos;\n}\nvoid main() { gl_Position = vs_main(); }",
        "frag": "\nprecision mediump 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 SRGBToLinear (vec3 gamma) {\n  return gamma * gamma;\n}\nvec4 CCFragOutput (vec4 color) {\n  #if CC_USE_HDR\n    color.rgb = mix(color.rgb, SRGBToLinear(color.rgb) * cc_exposure.w, vec3(cc_exposure.z));\n  #endif\n  return color;\n}\nlayout(location = 0) in vec2 uv;\nlayout(location = 1) in vec4 color;\nlayout(set = 1, binding = 3) uniform sampler2D mainTexture;\nlayout(set = 1, binding = 2) uniform FragConstants {\n  vec4 tintColor;\n};\nvec4 multiply () {\n  vec4 col;\n  vec4 texColor = texture(mainTexture, uv);\n  col.rgb = tintColor.rgb * texColor.rgb * color.rgb * vec3(2.0);\n  col.a = (1.0 - texColor.a) * (tintColor.a * color.a * 2.0);\n  return CCFragOutput(col);\n}\nlayout(location = 0) out vec4 cc_FragColor;\nvoid main() { cc_FragColor = multiply(); }"
      },
      "glsl3": {
        "vert": "\nprecision mediump float;\nlayout(std140) uniform Constants {\n  vec4 mainTiling_Offset;\n  vec4 frameTile_velLenScale;\n  vec4 scale;\n};\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};\nlayout(std140) uniform CCLocal {\n  highp mat4 cc_matWorld;\n  highp mat4 cc_matWorldIT;\n  highp vec4 cc_lightingMapUVParam;\n};\nvec4 quaternionFromAxis (vec3 xAxis,vec3 yAxis,vec3 zAxis){\n  mat3 m = mat3(xAxis,yAxis,zAxis);\n  float trace = m[0][0] + m[1][1] + m[2][2];\n  vec4 quat;\n  if (trace > 0.) {\n    float s = 0.5 / sqrt(trace + 1.0);\n    quat.w = 0.25 / s;\n    quat.x = (m[2][1] - m[1][2]) * s;\n    quat.y = (m[0][2] - m[2][0]) * s;\n    quat.z = (m[1][0] - m[0][1]) * s;\n  } else if ((m[0][0] > m[1][1]) && (m[0][0] > m[2][2])) {\n    float s = 2.0 * sqrt(1.0 + m[0][0] - m[1][1] - m[2][2]);\n    quat.w = (m[2][1] - m[1][2]) / s;\n    quat.x = 0.25 * s;\n    quat.y = (m[0][1] + m[1][0]) / s;\n    quat.z = (m[0][2] + m[2][0]) / s;\n  } else if (m[1][1] > m[2][2]) {\n    float s = 2.0 * sqrt(1.0 + m[1][1] - m[0][0] - m[2][2]);\n    quat.w = (m[0][2] - m[2][0]) / s;\n    quat.x = (m[0][1] + m[1][0]) / s;\n    quat.y = 0.25 * s;\n    quat.z = (m[1][2] + m[2][1]) / s;\n  } else {\n    float s = 2.0 * sqrt(1.0 + m[2][2] - m[0][0] - m[1][1]);\n    quat.w = (m[1][0] - m[0][1]) / s;\n    quat.x = (m[0][2] + m[2][0]) / s;\n    quat.y = (m[1][2] + m[2][1]) / s;\n    quat.z = 0.25 * s;\n  }\n  float len = quat.x * quat.x + quat.y * quat.y + quat.z * quat.z + quat.w * quat.w;\n  if (len > 0.) {\n    len = 1. / sqrt(len);\n    quat.x = quat.x * len;\n    quat.y = quat.y * len;\n    quat.z = quat.z * len;\n    quat.w = quat.w * len;\n  }\n  return quat;\n}\nvec4 quaternionFromEuler (vec3 angle){\n  float x = angle.x / 2.;\n  float y = angle.y / 2.;\n  float z = angle.z / 2.;\n  float sx = sin(x);\n  float cx = cos(x);\n  float sy = sin(y);\n  float cy = cos(y);\n  float sz = sin(z);\n  float cz = cos(z);\n  vec4 quat = vec4(0);\n  quat.x = sx * cy * cz + cx * sy * sz;\n  quat.y = cx * sy * cz + sx * cy * sz;\n  quat.z = cx * cy * sz - sx * sy * cz;\n  quat.w = cx * cy * cz - sx * sy * sz;\n  return quat;\n}\nvec4 quatMultiply (vec4 a, vec4 b){\n  vec4 quat;\n  quat.x = a.x * b.w + a.w * b.x + a.y * b.z - a.z * b.y;\n  quat.y = a.y * b.w + a.w * b.y + a.z * b.x - a.x * b.z;\n  quat.z = a.z * b.w + a.w * b.z + a.x * b.y - a.y * b.x;\n  quat.w = a.w * b.w - a.x * b.x - a.y * b.y - a.z * b.z;\n  return quat;\n}\nvoid rotateVecFromQuat (inout vec3 v, vec4 q){\n  float ix = q.w * v.x + q.y * v.z - q.z * v.y;\n  float iy = q.w * v.y + q.z * v.x - q.x * v.z;\n  float iz = q.w * v.z + q.x * v.y - q.y * v.x;\n  float iw = -q.x * v.x - q.y * v.y - q.z * v.z;\n  v.x = ix * q.w + iw * -q.x + iy * -q.z - iz * -q.y;\n  v.y = iy * q.w + iw * -q.y + iz * -q.x - ix * -q.z;\n  v.z = iz * q.w + iw * -q.z + ix * -q.y - iy * -q.x;\n}\nvec3 rotateInLocalSpace (vec3 pos, vec3 xAxis, vec3 yAxis, vec3 zAxis, vec4 q){\n  vec4 viewQuat = quaternionFromAxis(xAxis, yAxis, zAxis);\n  vec4 rotQuat = quatMultiply(viewQuat, q);\n  rotateVecFromQuat(pos, rotQuat);\n  return pos;\n}\nvoid rotateCorner (inout vec2 corner, float angle){\n  float xOS = cos(angle) * corner.x - sin(angle) * corner.y;\n  float yOS = sin(angle) * corner.x + cos(angle) * corner.y;\n  corner.x = xOS;\n  corner.y = yOS;\n}\nout mediump vec2 uv;\nout mediump vec4 color;\nvoid computeVertPos (inout vec4 pos, vec2 vertOffset, vec4 q, vec3 s\n  , mat4 viewInv\n) {\n  vec3 viewSpaceVert = vec3(vertOffset.x * s.x, vertOffset.y * s.y, 0.);\n  vec3 camX = normalize(vec3(viewInv[0][0], viewInv[1][0], viewInv[2][0]));\n  vec3 camY = normalize(vec3(viewInv[0][1], viewInv[1][1], viewInv[2][1]));\n  vec3 camZ = normalize(vec3(viewInv[0][2], viewInv[1][2], viewInv[2][2]));\n  pos.xyz += rotateInLocalSpace(viewSpaceVert, camX, camY, camZ, q);\n}\nin vec3 a_position;\nin vec2 a_texCoord;\nin vec4 a_color;\nlayout(std140) uniform builtin {\n  vec4 cc_size_rotation;\n};\nvec4 vs_main() {\n  vec4 pos = vec4(a_position, 1);\n  pos = cc_matWorld * pos;\n  vec2 vertOffset = a_texCoord.xy - 0.5;\n  computeVertPos(pos, vertOffset, quaternionFromEuler(vec3(0., 0., cc_size_rotation.z)), vec3(cc_size_rotation.xy, 0.), cc_matViewInv);\n  pos = cc_matViewProj * pos;\n  uv = a_texCoord.xy;\n  color = a_color;\n  return pos;\n}\nvoid main() { gl_Position = vs_main(); }",
        "frag": "\nprecision mediump 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 SRGBToLinear (vec3 gamma) {\n  return gamma * gamma;\n}\nvec4 CCFragOutput (vec4 color) {\n  #if CC_USE_HDR\n    color.rgb = mix(color.rgb, SRGBToLinear(color.rgb) * cc_exposure.w, vec3(cc_exposure.z));\n  #endif\n  return color;\n}\nin vec2 uv;\nin vec4 color;\nuniform sampler2D mainTexture;\nlayout(std140) uniform FragConstants {\n  vec4 tintColor;\n};\nvec4 multiply () {\n  vec4 col;\n  vec4 texColor = texture(mainTexture, uv);\n  col.rgb = tintColor.rgb * texColor.rgb * color.rgb * vec3(2.0);\n  col.a = (1.0 - texColor.a) * (tintColor.a * color.a * 2.0);\n  return CCFragOutput(col);\n}\nlayout(location = 0) out vec4 cc_FragColor;\nvoid main() { cc_FragColor = multiply(); }"
      },
      "glsl1": {
        "vert": "\nprecision mediump float;\nuniform highp mat4 cc_matView;\nuniform highp mat4 cc_matViewInv;\nuniform highp mat4 cc_matViewProj;\nuniform highp mat4 cc_matWorld;\nvec4 quaternionFromAxis (vec3 xAxis,vec3 yAxis,vec3 zAxis){\n  mat3 m = mat3(xAxis,yAxis,zAxis);\n  float trace = m[0][0] + m[1][1] + m[2][2];\n  vec4 quat;\n  if (trace > 0.) {\n    float s = 0.5 / sqrt(trace + 1.0);\n    quat.w = 0.25 / s;\n    quat.x = (m[2][1] - m[1][2]) * s;\n    quat.y = (m[0][2] - m[2][0]) * s;\n    quat.z = (m[1][0] - m[0][1]) * s;\n  } else if ((m[0][0] > m[1][1]) && (m[0][0] > m[2][2])) {\n    float s = 2.0 * sqrt(1.0 + m[0][0] - m[1][1] - m[2][2]);\n    quat.w = (m[2][1] - m[1][2]) / s;\n    quat.x = 0.25 * s;\n    quat.y = (m[0][1] + m[1][0]) / s;\n    quat.z = (m[0][2] + m[2][0]) / s;\n  } else if (m[1][1] > m[2][2]) {\n    float s = 2.0 * sqrt(1.0 + m[1][1] - m[0][0] - m[2][2]);\n    quat.w = (m[0][2] - m[2][0]) / s;\n    quat.x = (m[0][1] + m[1][0]) / s;\n    quat.y = 0.25 * s;\n    quat.z = (m[1][2] + m[2][1]) / s;\n  } else {\n    float s = 2.0 * sqrt(1.0 + m[2][2] - m[0][0] - m[1][1]);\n    quat.w = (m[1][0] - m[0][1]) / s;\n    quat.x = (m[0][2] + m[2][0]) / s;\n    quat.y = (m[1][2] + m[2][1]) / s;\n    quat.z = 0.25 * s;\n  }\n  float len = quat.x * quat.x + quat.y * quat.y + quat.z * quat.z + quat.w * quat.w;\n  if (len > 0.) {\n    len = 1. / sqrt(len);\n    quat.x = quat.x * len;\n    quat.y = quat.y * len;\n    quat.z = quat.z * len;\n    quat.w = quat.w * len;\n  }\n  return quat;\n}\nvec4 quaternionFromEuler (vec3 angle){\n  float x = angle.x / 2.;\n  float y = angle.y / 2.;\n  float z = angle.z / 2.;\n  float sx = sin(x);\n  float cx = cos(x);\n  float sy = sin(y);\n  float cy = cos(y);\n  float sz = sin(z);\n  float cz = cos(z);\n  vec4 quat = vec4(0);\n  quat.x = sx * cy * cz + cx * sy * sz;\n  quat.y = cx * sy * cz + sx * cy * sz;\n  quat.z = cx * cy * sz - sx * sy * cz;\n  quat.w = cx * cy * cz - sx * sy * sz;\n  return quat;\n}\nvec4 quatMultiply (vec4 a, vec4 b){\n  vec4 quat;\n  quat.x = a.x * b.w + a.w * b.x + a.y * b.z - a.z * b.y;\n  quat.y = a.y * b.w + a.w * b.y + a.z * b.x - a.x * b.z;\n  quat.z = a.z * b.w + a.w * b.z + a.x * b.y - a.y * b.x;\n  quat.w = a.w * b.w - a.x * b.x - a.y * b.y - a.z * b.z;\n  return quat;\n}\nvoid rotateVecFromQuat (inout vec3 v, vec4 q){\n  float ix = q.w * v.x + q.y * v.z - q.z * v.y;\n  float iy = q.w * v.y + q.z * v.x - q.x * v.z;\n  float iz = q.w * v.z + q.x * v.y - q.y * v.x;\n  float iw = -q.x * v.x - q.y * v.y - q.z * v.z;\n  v.x = ix * q.w + iw * -q.x + iy * -q.z - iz * -q.y;\n  v.y = iy * q.w + iw * -q.y + iz * -q.x - ix * -q.z;\n  v.z = iz * q.w + iw * -q.z + ix * -q.y - iy * -q.x;\n}\nvec3 rotateInLocalSpace (vec3 pos, vec3 xAxis, vec3 yAxis, vec3 zAxis, vec4 q){\n  vec4 viewQuat = quaternionFromAxis(xAxis, yAxis, zAxis);\n  vec4 rotQuat = quatMultiply(viewQuat, q);\n  rotateVecFromQuat(pos, rotQuat);\n  return pos;\n}\nvoid rotateCorner (inout vec2 corner, float angle){\n  float xOS = cos(angle) * corner.x - sin(angle) * corner.y;\n  float yOS = sin(angle) * corner.x + cos(angle) * corner.y;\n  corner.x = xOS;\n  corner.y = yOS;\n}\nvarying mediump vec2 uv;\nvarying mediump vec4 color;\nvoid computeVertPos (inout vec4 pos, vec2 vertOffset, vec4 q, vec3 s\n  , mat4 viewInv\n) {\n  vec3 viewSpaceVert = vec3(vertOffset.x * s.x, vertOffset.y * s.y, 0.);\n  vec3 camX = normalize(vec3(viewInv[0][0], viewInv[1][0], viewInv[2][0]));\n  vec3 camY = normalize(vec3(viewInv[0][1], viewInv[1][1], viewInv[2][1]));\n  vec3 camZ = normalize(vec3(viewInv[0][2], viewInv[1][2], viewInv[2][2]));\n  pos.xyz += rotateInLocalSpace(viewSpaceVert, camX, camY, camZ, q);\n}\nattribute vec3 a_position;\nattribute vec2 a_texCoord;\nattribute vec4 a_color;\nuniform vec4 cc_size_rotation;\nvec4 vs_main() {\n  vec4 pos = vec4(a_position, 1);\n  pos = cc_matWorld * pos;\n  vec2 vertOffset = a_texCoord.xy - 0.5;\n  computeVertPos(pos, vertOffset, quaternionFromEuler(vec3(0., 0., cc_size_rotation.z)), vec3(cc_size_rotation.xy, 0.), cc_matViewInv);\n  pos = cc_matViewProj * pos;\n  uv = a_texCoord.xy;\n  color = a_color;\n  return pos;\n}\nvoid main() { gl_Position = vs_main(); }",
        "frag": "\nprecision mediump float;\nuniform mediump vec4 cc_exposure;\nvec3 SRGBToLinear (vec3 gamma) {\n  return gamma * gamma;\n}\nvec4 CCFragOutput (vec4 color) {\n  #if CC_USE_HDR\n    color.rgb = mix(color.rgb, SRGBToLinear(color.rgb) * cc_exposure.w, vec3(cc_exposure.z));\n  #endif\n  return color;\n}\nvarying vec2 uv;\nvarying vec4 color;\nuniform sampler2D mainTexture;\nuniform vec4 tintColor;\nvec4 multiply () {\n  vec4 col;\n  vec4 texColor = texture2D(mainTexture, uv);\n  col.rgb = tintColor.rgb * texColor.rgb * color.rgb * vec3(2.0);\n  col.a = (1.0 - texColor.a) * (tintColor.a * color.a * 2.0);\n  return CCFragOutput(col);\n}\nvoid main() { gl_FragColor = multiply(); }"
      },
      "builtins": {
        "globals": {
          "blocks": [
            {
              "name": "CCGlobal",
              "defines": []
            },
            {
              "name": "CCCamera",
              "defines": []
            }
          ],
          "samplers": []
        },
        "locals": {
          "blocks": [
            {
              "name": "CCLocal",
              "defines": []
            }
          ],
          "samplers": []
        }
      },
      "defines": [
        {
          "name": "CC_USE_HDR",
          "type": "boolean",
          "defines": []
        }
      ],
      "blocks": [
        {
          "name": "Constants",
          "members": [
            {
              "name": "mainTiling_Offset",
              "type": 16,
              "count": 1
            },
            {
              "name": "frameTile_velLenScale",
              "type": 16,
              "count": 1
            },
            {
              "name": "scale",
              "type": 16,
              "count": 1
            }
          ],
          "defines": [],
          "stageFlags": 1,
          "binding": 0
        },
        {
          "name": "builtin",
          "members": [
            {
              "name": "cc_size_rotation",
              "type": 16,
              "count": 1
            }
          ],
          "defines": [],
          "stageFlags": 1,
          "binding": 1
        },
        {
          "name": "FragConstants",
          "members": [
            {
              "name": "tintColor",
              "type": 16,
              "count": 1
            }
          ],
          "defines": [],
          "stageFlags": 16,
          "binding": 2
        }
      ],
      "samplers": [
        {
          "name": "mainTexture",
          "type": 28,
          "count": 1,
          "defines": [],
          "stageFlags": 16,
          "binding": 3
        }
      ],
      "attributes": [
        {
          "name": "a_position",
          "type": 15,
          "count": 1,
          "defines": [],
          "stageFlags": 1,
          "format": 32,
          "location": 0
        },
        {
          "name": "a_texCoord",
          "type": 14,
          "count": 1,
          "defines": [],
          "stageFlags": 1,
          "format": 21,
          "location": 1
        },
        {
          "name": "a_color",
          "type": 16,
          "count": 1,
          "defines": [],
          "stageFlags": 1,
          "format": 44,
          "location": 2
        }
      ],
      "varyings": [
        {
          "name": "uv",
          "type": 14,
          "count": 1,
          "defines": [],
          "stageFlags": 1,
          "location": 0
        },
        {
          "name": "color",
          "type": 16,
          "count": 1,
          "defines": [],
          "stageFlags": 1,
          "location": 1
        }
      ],
      "name": "builtin-billboard|vert:vs_main|tinted-fs:multiply"
    },
    {
      "hash": 362209055,
      "glsl4": {
        "vert": "\nprecision mediump float;\nlayout(set = 1, binding = 0) uniform Constants {\n  vec4 mainTiling_Offset;\n  vec4 frameTile_velLenScale;\n  vec4 scale;\n};\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(set = 2, binding = 0) uniform CCLocal {\n  highp mat4 cc_matWorld;\n  highp mat4 cc_matWorldIT;\n  highp vec4 cc_lightingMapUVParam;\n};\nvec4 quaternionFromAxis (vec3 xAxis,vec3 yAxis,vec3 zAxis){\n  mat3 m = mat3(xAxis,yAxis,zAxis);\n  float trace = m[0][0] + m[1][1] + m[2][2];\n  vec4 quat;\n  if (trace > 0.) {\n    float s = 0.5 / sqrt(trace + 1.0);\n    quat.w = 0.25 / s;\n    quat.x = (m[2][1] - m[1][2]) * s;\n    quat.y = (m[0][2] - m[2][0]) * s;\n    quat.z = (m[1][0] - m[0][1]) * s;\n  } else if ((m[0][0] > m[1][1]) && (m[0][0] > m[2][2])) {\n    float s = 2.0 * sqrt(1.0 + m[0][0] - m[1][1] - m[2][2]);\n    quat.w = (m[2][1] - m[1][2]) / s;\n    quat.x = 0.25 * s;\n    quat.y = (m[0][1] + m[1][0]) / s;\n    quat.z = (m[0][2] + m[2][0]) / s;\n  } else if (m[1][1] > m[2][2]) {\n    float s = 2.0 * sqrt(1.0 + m[1][1] - m[0][0] - m[2][2]);\n    quat.w = (m[0][2] - m[2][0]) / s;\n    quat.x = (m[0][1] + m[1][0]) / s;\n    quat.y = 0.25 * s;\n    quat.z = (m[1][2] + m[2][1]) / s;\n  } else {\n    float s = 2.0 * sqrt(1.0 + m[2][2] - m[0][0] - m[1][1]);\n    quat.w = (m[1][0] - m[0][1]) / s;\n    quat.x = (m[0][2] + m[2][0]) / s;\n    quat.y = (m[1][2] + m[2][1]) / s;\n    quat.z = 0.25 * s;\n  }\n  float len = quat.x * quat.x + quat.y * quat.y + quat.z * quat.z + quat.w * quat.w;\n  if (len > 0.) {\n    len = 1. / sqrt(len);\n    quat.x = quat.x * len;\n    quat.y = quat.y * len;\n    quat.z = quat.z * len;\n    quat.w = quat.w * len;\n  }\n  return quat;\n}\nvec4 quaternionFromEuler (vec3 angle){\n  float x = angle.x / 2.;\n  float y = angle.y / 2.;\n  float z = angle.z / 2.;\n  float sx = sin(x);\n  float cx = cos(x);\n  float sy = sin(y);\n  float cy = cos(y);\n  float sz = sin(z);\n  float cz = cos(z);\n  vec4 quat = vec4(0);\n  quat.x = sx * cy * cz + cx * sy * sz;\n  quat.y = cx * sy * cz + sx * cy * sz;\n  quat.z = cx * cy * sz - sx * sy * cz;\n  quat.w = cx * cy * cz - sx * sy * sz;\n  return quat;\n}\nvec4 quatMultiply (vec4 a, vec4 b){\n  vec4 quat;\n  quat.x = a.x * b.w + a.w * b.x + a.y * b.z - a.z * b.y;\n  quat.y = a.y * b.w + a.w * b.y + a.z * b.x - a.x * b.z;\n  quat.z = a.z * b.w + a.w * b.z + a.x * b.y - a.y * b.x;\n  quat.w = a.w * b.w - a.x * b.x - a.y * b.y - a.z * b.z;\n  return quat;\n}\nvoid rotateVecFromQuat (inout vec3 v, vec4 q){\n  float ix = q.w * v.x + q.y * v.z - q.z * v.y;\n  float iy = q.w * v.y + q.z * v.x - q.x * v.z;\n  float iz = q.w * v.z + q.x * v.y - q.y * v.x;\n  float iw = -q.x * v.x - q.y * v.y - q.z * v.z;\n  v.x = ix * q.w + iw * -q.x + iy * -q.z - iz * -q.y;\n  v.y = iy * q.w + iw * -q.y + iz * -q.x - ix * -q.z;\n  v.z = iz * q.w + iw * -q.z + ix * -q.y - iy * -q.x;\n}\nvec3 rotateInLocalSpace (vec3 pos, vec3 xAxis, vec3 yAxis, vec3 zAxis, vec4 q){\n  vec4 viewQuat = quaternionFromAxis(xAxis, yAxis, zAxis);\n  vec4 rotQuat = quatMultiply(viewQuat, q);\n  rotateVecFromQuat(pos, rotQuat);\n  return pos;\n}\nvoid rotateCorner (inout vec2 corner, float angle){\n  float xOS = cos(angle) * corner.x - sin(angle) * corner.y;\n  float yOS = sin(angle) * corner.x + cos(angle) * corner.y;\n  corner.x = xOS;\n  corner.y = yOS;\n}\nlayout(location = 0) out mediump vec2 uv;\nlayout(location = 1) out mediump vec4 color;\nvoid computeVertPos (inout vec4 pos, vec2 vertOffset, vec4 q, vec3 s\n  , mat4 viewInv\n) {\n  vec3 viewSpaceVert = vec3(vertOffset.x * s.x, vertOffset.y * s.y, 0.);\n  vec3 camX = normalize(vec3(viewInv[0][0], viewInv[1][0], viewInv[2][0]));\n  vec3 camY = normalize(vec3(viewInv[0][1], viewInv[1][1], viewInv[2][1]));\n  vec3 camZ = normalize(vec3(viewInv[0][2], viewInv[1][2], viewInv[2][2]));\n  pos.xyz += rotateInLocalSpace(viewSpaceVert, camX, camY, camZ, q);\n}\nlayout(location = 0) in vec3 a_position;\nlayout(location = 1) in vec2 a_texCoord;\nlayout(location = 2) in vec4 a_color;\nlayout(set = 1, binding = 1) uniform builtin {\n  vec4 cc_size_rotation;\n};\nvec4 vs_main() {\n  vec4 pos = vec4(a_position, 1);\n  pos = cc_matWorld * pos;\n  vec2 vertOffset = a_texCoord.xy - 0.5;\n  computeVertPos(pos, vertOffset, quaternionFromEuler(vec3(0., 0., cc_size_rotation.z)), vec3(cc_size_rotation.xy, 0.), cc_matViewInv);\n  pos = cc_matViewProj * pos;\n  uv = a_texCoord.xy;\n  color = a_color;\n  return pos;\n}\nvoid main() { gl_Position = vs_main(); }",
        "frag": "\nprecision mediump 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 SRGBToLinear (vec3 gamma) {\n  return gamma * gamma;\n}\nvec4 CCFragOutput (vec4 color) {\n  #if CC_USE_HDR\n    color.rgb = mix(color.rgb, SRGBToLinear(color.rgb) * cc_exposure.w, vec3(cc_exposure.z));\n  #endif\n  return color;\n}\nlayout(location = 0) in vec2 uv;\nlayout(location = 1) in vec4 color;\nlayout(set = 1, binding = 2) uniform sampler2D mainTexture;\nvec4 addSmooth () {\n  vec4 col = color * texture(mainTexture, uv);\n  col.rgb *= col.a;\n  return CCFragOutput(col);\n}\nlayout(location = 0) out vec4 cc_FragColor;\nvoid main() { cc_FragColor = addSmooth(); }"
      },
      "glsl3": {
        "vert": "\nprecision mediump float;\nlayout(std140) uniform Constants {\n  vec4 mainTiling_Offset;\n  vec4 frameTile_velLenScale;\n  vec4 scale;\n};\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};\nlayout(std140) uniform CCLocal {\n  highp mat4 cc_matWorld;\n  highp mat4 cc_matWorldIT;\n  highp vec4 cc_lightingMapUVParam;\n};\nvec4 quaternionFromAxis (vec3 xAxis,vec3 yAxis,vec3 zAxis){\n  mat3 m = mat3(xAxis,yAxis,zAxis);\n  float trace = m[0][0] + m[1][1] + m[2][2];\n  vec4 quat;\n  if (trace > 0.) {\n    float s = 0.5 / sqrt(trace + 1.0);\n    quat.w = 0.25 / s;\n    quat.x = (m[2][1] - m[1][2]) * s;\n    quat.y = (m[0][2] - m[2][0]) * s;\n    quat.z = (m[1][0] - m[0][1]) * s;\n  } else if ((m[0][0] > m[1][1]) && (m[0][0] > m[2][2])) {\n    float s = 2.0 * sqrt(1.0 + m[0][0] - m[1][1] - m[2][2]);\n    quat.w = (m[2][1] - m[1][2]) / s;\n    quat.x = 0.25 * s;\n    quat.y = (m[0][1] + m[1][0]) / s;\n    quat.z = (m[0][2] + m[2][0]) / s;\n  } else if (m[1][1] > m[2][2]) {\n    float s = 2.0 * sqrt(1.0 + m[1][1] - m[0][0] - m[2][2]);\n    quat.w = (m[0][2] - m[2][0]) / s;\n    quat.x = (m[0][1] + m[1][0]) / s;\n    quat.y = 0.25 * s;\n    quat.z = (m[1][2] + m[2][1]) / s;\n  } else {\n    float s = 2.0 * sqrt(1.0 + m[2][2] - m[0][0] - m[1][1]);\n    quat.w = (m[1][0] - m[0][1]) / s;\n    quat.x = (m[0][2] + m[2][0]) / s;\n    quat.y = (m[1][2] + m[2][1]) / s;\n    quat.z = 0.25 * s;\n  }\n  float len = quat.x * quat.x + quat.y * quat.y + quat.z * quat.z + quat.w * quat.w;\n  if (len > 0.) {\n    len = 1. / sqrt(len);\n    quat.x = quat.x * len;\n    quat.y = quat.y * len;\n    quat.z = quat.z * len;\n    quat.w = quat.w * len;\n  }\n  return quat;\n}\nvec4 quaternionFromEuler (vec3 angle){\n  float x = angle.x / 2.;\n  float y = angle.y / 2.;\n  float z = angle.z / 2.;\n  float sx = sin(x);\n  float cx = cos(x);\n  float sy = sin(y);\n  float cy = cos(y);\n  float sz = sin(z);\n  float cz = cos(z);\n  vec4 quat = vec4(0);\n  quat.x = sx * cy * cz + cx * sy * sz;\n  quat.y = cx * sy * cz + sx * cy * sz;\n  quat.z = cx * cy * sz - sx * sy * cz;\n  quat.w = cx * cy * cz - sx * sy * sz;\n  return quat;\n}\nvec4 quatMultiply (vec4 a, vec4 b){\n  vec4 quat;\n  quat.x = a.x * b.w + a.w * b.x + a.y * b.z - a.z * b.y;\n  quat.y = a.y * b.w + a.w * b.y + a.z * b.x - a.x * b.z;\n  quat.z = a.z * b.w + a.w * b.z + a.x * b.y - a.y * b.x;\n  quat.w = a.w * b.w - a.x * b.x - a.y * b.y - a.z * b.z;\n  return quat;\n}\nvoid rotateVecFromQuat (inout vec3 v, vec4 q){\n  float ix = q.w * v.x + q.y * v.z - q.z * v.y;\n  float iy = q.w * v.y + q.z * v.x - q.x * v.z;\n  float iz = q.w * v.z + q.x * v.y - q.y * v.x;\n  float iw = -q.x * v.x - q.y * v.y - q.z * v.z;\n  v.x = ix * q.w + iw * -q.x + iy * -q.z - iz * -q.y;\n  v.y = iy * q.w + iw * -q.y + iz * -q.x - ix * -q.z;\n  v.z = iz * q.w + iw * -q.z + ix * -q.y - iy * -q.x;\n}\nvec3 rotateInLocalSpace (vec3 pos, vec3 xAxis, vec3 yAxis, vec3 zAxis, vec4 q){\n  vec4 viewQuat = quaternionFromAxis(xAxis, yAxis, zAxis);\n  vec4 rotQuat = quatMultiply(viewQuat, q);\n  rotateVecFromQuat(pos, rotQuat);\n  return pos;\n}\nvoid rotateCorner (inout vec2 corner, float angle){\n  float xOS = cos(angle) * corner.x - sin(angle) * corner.y;\n  float yOS = sin(angle) * corner.x + cos(angle) * corner.y;\n  corner.x = xOS;\n  corner.y = yOS;\n}\nout mediump vec2 uv;\nout mediump vec4 color;\nvoid computeVertPos (inout vec4 pos, vec2 vertOffset, vec4 q, vec3 s\n  , mat4 viewInv\n) {\n  vec3 viewSpaceVert = vec3(vertOffset.x * s.x, vertOffset.y * s.y, 0.);\n  vec3 camX = normalize(vec3(viewInv[0][0], viewInv[1][0], viewInv[2][0]));\n  vec3 camY = normalize(vec3(viewInv[0][1], viewInv[1][1], viewInv[2][1]));\n  vec3 camZ = normalize(vec3(viewInv[0][2], viewInv[1][2], viewInv[2][2]));\n  pos.xyz += rotateInLocalSpace(viewSpaceVert, camX, camY, camZ, q);\n}\nin vec3 a_position;\nin vec2 a_texCoord;\nin vec4 a_color;\nlayout(std140) uniform builtin {\n  vec4 cc_size_rotation;\n};\nvec4 vs_main() {\n  vec4 pos = vec4(a_position, 1);\n  pos = cc_matWorld * pos;\n  vec2 vertOffset = a_texCoord.xy - 0.5;\n  computeVertPos(pos, vertOffset, quaternionFromEuler(vec3(0., 0., cc_size_rotation.z)), vec3(cc_size_rotation.xy, 0.), cc_matViewInv);\n  pos = cc_matViewProj * pos;\n  uv = a_texCoord.xy;\n  color = a_color;\n  return pos;\n}\nvoid main() { gl_Position = vs_main(); }",
        "frag": "\nprecision mediump 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 SRGBToLinear (vec3 gamma) {\n  return gamma * gamma;\n}\nvec4 CCFragOutput (vec4 color) {\n  #if CC_USE_HDR\n    color.rgb = mix(color.rgb, SRGBToLinear(color.rgb) * cc_exposure.w, vec3(cc_exposure.z));\n  #endif\n  return color;\n}\nin vec2 uv;\nin vec4 color;\nuniform sampler2D mainTexture;\nvec4 addSmooth () {\n  vec4 col = color * texture(mainTexture, uv);\n  col.rgb *= col.a;\n  return CCFragOutput(col);\n}\nlayout(location = 0) out vec4 cc_FragColor;\nvoid main() { cc_FragColor = addSmooth(); }"
      },
      "glsl1": {
        "vert": "\nprecision mediump float;\nuniform highp mat4 cc_matView;\nuniform highp mat4 cc_matViewInv;\nuniform highp mat4 cc_matViewProj;\nuniform highp mat4 cc_matWorld;\nvec4 quaternionFromAxis (vec3 xAxis,vec3 yAxis,vec3 zAxis){\n  mat3 m = mat3(xAxis,yAxis,zAxis);\n  float trace = m[0][0] + m[1][1] + m[2][2];\n  vec4 quat;\n  if (trace > 0.) {\n    float s = 0.5 / sqrt(trace + 1.0);\n    quat.w = 0.25 / s;\n    quat.x = (m[2][1] - m[1][2]) * s;\n    quat.y = (m[0][2] - m[2][0]) * s;\n    quat.z = (m[1][0] - m[0][1]) * s;\n  } else if ((m[0][0] > m[1][1]) && (m[0][0] > m[2][2])) {\n    float s = 2.0 * sqrt(1.0 + m[0][0] - m[1][1] - m[2][2]);\n    quat.w = (m[2][1] - m[1][2]) / s;\n    quat.x = 0.25 * s;\n    quat.y = (m[0][1] + m[1][0]) / s;\n    quat.z = (m[0][2] + m[2][0]) / s;\n  } else if (m[1][1] > m[2][2]) {\n    float s = 2.0 * sqrt(1.0 + m[1][1] - m[0][0] - m[2][2]);\n    quat.w = (m[0][2] - m[2][0]) / s;\n    quat.x = (m[0][1] + m[1][0]) / s;\n    quat.y = 0.25 * s;\n    quat.z = (m[1][2] + m[2][1]) / s;\n  } else {\n    float s = 2.0 * sqrt(1.0 + m[2][2] - m[0][0] - m[1][1]);\n    quat.w = (m[1][0] - m[0][1]) / s;\n    quat.x = (m[0][2] + m[2][0]) / s;\n    quat.y = (m[1][2] + m[2][1]) / s;\n    quat.z = 0.25 * s;\n  }\n  float len = quat.x * quat.x + quat.y * quat.y + quat.z * quat.z + quat.w * quat.w;\n  if (len > 0.) {\n    len = 1. / sqrt(len);\n    quat.x = quat.x * len;\n    quat.y = quat.y * len;\n    quat.z = quat.z * len;\n    quat.w = quat.w * len;\n  }\n  return quat;\n}\nvec4 quaternionFromEuler (vec3 angle){\n  float x = angle.x / 2.;\n  float y = angle.y / 2.;\n  float z = angle.z / 2.;\n  float sx = sin(x);\n  float cx = cos(x);\n  float sy = sin(y);\n  float cy = cos(y);\n  float sz = sin(z);\n  float cz = cos(z);\n  vec4 quat = vec4(0);\n  quat.x = sx * cy * cz + cx * sy * sz;\n  quat.y = cx * sy * cz + sx * cy * sz;\n  quat.z = cx * cy * sz - sx * sy * cz;\n  quat.w = cx * cy * cz - sx * sy * sz;\n  return quat;\n}\nvec4 quatMultiply (vec4 a, vec4 b){\n  vec4 quat;\n  quat.x = a.x * b.w + a.w * b.x + a.y * b.z - a.z * b.y;\n  quat.y = a.y * b.w + a.w * b.y + a.z * b.x - a.x * b.z;\n  quat.z = a.z * b.w + a.w * b.z + a.x * b.y - a.y * b.x;\n  quat.w = a.w * b.w - a.x * b.x - a.y * b.y - a.z * b.z;\n  return quat;\n}\nvoid rotateVecFromQuat (inout vec3 v, vec4 q){\n  float ix = q.w * v.x + q.y * v.z - q.z * v.y;\n  float iy = q.w * v.y + q.z * v.x - q.x * v.z;\n  float iz = q.w * v.z + q.x * v.y - q.y * v.x;\n  float iw = -q.x * v.x - q.y * v.y - q.z * v.z;\n  v.x = ix * q.w + iw * -q.x + iy * -q.z - iz * -q.y;\n  v.y = iy * q.w + iw * -q.y + iz * -q.x - ix * -q.z;\n  v.z = iz * q.w + iw * -q.z + ix * -q.y - iy * -q.x;\n}\nvec3 rotateInLocalSpace (vec3 pos, vec3 xAxis, vec3 yAxis, vec3 zAxis, vec4 q){\n  vec4 viewQuat = quaternionFromAxis(xAxis, yAxis, zAxis);\n  vec4 rotQuat = quatMultiply(viewQuat, q);\n  rotateVecFromQuat(pos, rotQuat);\n  return pos;\n}\nvoid rotateCorner (inout vec2 corner, float angle){\n  float xOS = cos(angle) * corner.x - sin(angle) * corner.y;\n  float yOS = sin(angle) * corner.x + cos(angle) * corner.y;\n  corner.x = xOS;\n  corner.y = yOS;\n}\nvarying mediump vec2 uv;\nvarying mediump vec4 color;\nvoid computeVertPos (inout vec4 pos, vec2 vertOffset, vec4 q, vec3 s\n  , mat4 viewInv\n) {\n  vec3 viewSpaceVert = vec3(vertOffset.x * s.x, vertOffset.y * s.y, 0.);\n  vec3 camX = normalize(vec3(viewInv[0][0], viewInv[1][0], viewInv[2][0]));\n  vec3 camY = normalize(vec3(viewInv[0][1], viewInv[1][1], viewInv[2][1]));\n  vec3 camZ = normalize(vec3(viewInv[0][2], viewInv[1][2], viewInv[2][2]));\n  pos.xyz += rotateInLocalSpace(viewSpaceVert, camX, camY, camZ, q);\n}\nattribute vec3 a_position;\nattribute vec2 a_texCoord;\nattribute vec4 a_color;\nuniform vec4 cc_size_rotation;\nvec4 vs_main() {\n  vec4 pos = vec4(a_position, 1);\n  pos = cc_matWorld * pos;\n  vec2 vertOffset = a_texCoord.xy - 0.5;\n  computeVertPos(pos, vertOffset, quaternionFromEuler(vec3(0., 0., cc_size_rotation.z)), vec3(cc_size_rotation.xy, 0.), cc_matViewInv);\n  pos = cc_matViewProj * pos;\n  uv = a_texCoord.xy;\n  color = a_color;\n  return pos;\n}\nvoid main() { gl_Position = vs_main(); }",
        "frag": "\nprecision mediump float;\nuniform mediump vec4 cc_exposure;\nvec3 SRGBToLinear (vec3 gamma) {\n  return gamma * gamma;\n}\nvec4 CCFragOutput (vec4 color) {\n  #if CC_USE_HDR\n    color.rgb = mix(color.rgb, SRGBToLinear(color.rgb) * cc_exposure.w, vec3(cc_exposure.z));\n  #endif\n  return color;\n}\nvarying vec2 uv;\nvarying vec4 color;\nuniform sampler2D mainTexture;\nvec4 addSmooth () {\n  vec4 col = color * texture2D(mainTexture, uv);\n  col.rgb *= col.a;\n  return CCFragOutput(col);\n}\nvoid main() { gl_FragColor = addSmooth(); }"
      },
      "builtins": {
        "globals": {
          "blocks": [
            {
              "name": "CCGlobal",
              "defines": []
            },
            {
              "name": "CCCamera",
              "defines": []
            }
          ],
          "samplers": []
        },
        "locals": {
          "blocks": [
            {
              "name": "CCLocal",
              "defines": []
            }
          ],
          "samplers": []
        }
      },
      "defines": [
        {
          "name": "CC_USE_HDR",
          "type": "boolean",
          "defines": []
        }
      ],
      "blocks": [
        {
          "name": "Constants",
          "members": [
            {
              "name": "mainTiling_Offset",
              "type": 16,
              "count": 1
            },
            {
              "name": "frameTile_velLenScale",
              "type": 16,
              "count": 1
            },
            {
              "name": "scale",
              "type": 16,
              "count": 1
            }
          ],
          "defines": [],
          "stageFlags": 1,
          "binding": 0
        },
        {
          "name": "builtin",
          "members": [
            {
              "name": "cc_size_rotation",
              "type": 16,
              "count": 1
            }
          ],
          "defines": [],
          "stageFlags": 1,
          "binding": 1
        }
      ],
      "samplers": [
        {
          "name": "mainTexture",
          "type": 28,
          "count": 1,
          "defines": [],
          "stageFlags": 16,
          "binding": 2
        }
      ],
      "attributes": [
        {
          "name": "a_position",
          "type": 15,
          "count": 1,
          "defines": [],
          "stageFlags": 1,
          "format": 32,
          "location": 0
        },
        {
          "name": "a_texCoord",
          "type": 14,
          "count": 1,
          "defines": [],
          "stageFlags": 1,
          "format": 21,
          "location": 1
        },
        {
          "name": "a_color",
          "type": 16,
          "count": 1,
          "defines": [],
          "stageFlags": 1,
          "format": 44,
          "location": 2
        }
      ],
      "varyings": [
        {
          "name": "uv",
          "type": 14,
          "count": 1,
          "defines": [],
          "stageFlags": 1,
          "location": 0
        },
        {
          "name": "color",
          "type": 16,
          "count": 1,
          "defines": [],
          "stageFlags": 1,
          "location": 1
        }
      ],
      "name": "builtin-billboard|vert:vs_main|no-tint-fs:addSmooth"
    },
    {
      "hash": 1296236,
      "glsl4": {
        "vert": "\nprecision mediump float;\nlayout(set = 1, binding = 0) uniform Constants {\n  vec4 mainTiling_Offset;\n  vec4 frameTile_velLenScale;\n  vec4 scale;\n};\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(set = 2, binding = 0) uniform CCLocal {\n  highp mat4 cc_matWorld;\n  highp mat4 cc_matWorldIT;\n  highp vec4 cc_lightingMapUVParam;\n};\nvec4 quaternionFromAxis (vec3 xAxis,vec3 yAxis,vec3 zAxis){\n  mat3 m = mat3(xAxis,yAxis,zAxis);\n  float trace = m[0][0] + m[1][1] + m[2][2];\n  vec4 quat;\n  if (trace > 0.) {\n    float s = 0.5 / sqrt(trace + 1.0);\n    quat.w = 0.25 / s;\n    quat.x = (m[2][1] - m[1][2]) * s;\n    quat.y = (m[0][2] - m[2][0]) * s;\n    quat.z = (m[1][0] - m[0][1]) * s;\n  } else if ((m[0][0] > m[1][1]) && (m[0][0] > m[2][2])) {\n    float s = 2.0 * sqrt(1.0 + m[0][0] - m[1][1] - m[2][2]);\n    quat.w = (m[2][1] - m[1][2]) / s;\n    quat.x = 0.25 * s;\n    quat.y = (m[0][1] + m[1][0]) / s;\n    quat.z = (m[0][2] + m[2][0]) / s;\n  } else if (m[1][1] > m[2][2]) {\n    float s = 2.0 * sqrt(1.0 + m[1][1] - m[0][0] - m[2][2]);\n    quat.w = (m[0][2] - m[2][0]) / s;\n    quat.x = (m[0][1] + m[1][0]) / s;\n    quat.y = 0.25 * s;\n    quat.z = (m[1][2] + m[2][1]) / s;\n  } else {\n    float s = 2.0 * sqrt(1.0 + m[2][2] - m[0][0] - m[1][1]);\n    quat.w = (m[1][0] - m[0][1]) / s;\n    quat.x = (m[0][2] + m[2][0]) / s;\n    quat.y = (m[1][2] + m[2][1]) / s;\n    quat.z = 0.25 * s;\n  }\n  float len = quat.x * quat.x + quat.y * quat.y + quat.z * quat.z + quat.w * quat.w;\n  if (len > 0.) {\n    len = 1. / sqrt(len);\n    quat.x = quat.x * len;\n    quat.y = quat.y * len;\n    quat.z = quat.z * len;\n    quat.w = quat.w * len;\n  }\n  return quat;\n}\nvec4 quaternionFromEuler (vec3 angle){\n  float x = angle.x / 2.;\n  float y = angle.y / 2.;\n  float z = angle.z / 2.;\n  float sx = sin(x);\n  float cx = cos(x);\n  float sy = sin(y);\n  float cy = cos(y);\n  float sz = sin(z);\n  float cz = cos(z);\n  vec4 quat = vec4(0);\n  quat.x = sx * cy * cz + cx * sy * sz;\n  quat.y = cx * sy * cz + sx * cy * sz;\n  quat.z = cx * cy * sz - sx * sy * cz;\n  quat.w = cx * cy * cz - sx * sy * sz;\n  return quat;\n}\nvec4 quatMultiply (vec4 a, vec4 b){\n  vec4 quat;\n  quat.x = a.x * b.w + a.w * b.x + a.y * b.z - a.z * b.y;\n  quat.y = a.y * b.w + a.w * b.y + a.z * b.x - a.x * b.z;\n  quat.z = a.z * b.w + a.w * b.z + a.x * b.y - a.y * b.x;\n  quat.w = a.w * b.w - a.x * b.x - a.y * b.y - a.z * b.z;\n  return quat;\n}\nvoid rotateVecFromQuat (inout vec3 v, vec4 q){\n  float ix = q.w * v.x + q.y * v.z - q.z * v.y;\n  float iy = q.w * v.y + q.z * v.x - q.x * v.z;\n  float iz = q.w * v.z + q.x * v.y - q.y * v.x;\n  float iw = -q.x * v.x - q.y * v.y - q.z * v.z;\n  v.x = ix * q.w + iw * -q.x + iy * -q.z - iz * -q.y;\n  v.y = iy * q.w + iw * -q.y + iz * -q.x - ix * -q.z;\n  v.z = iz * q.w + iw * -q.z + ix * -q.y - iy * -q.x;\n}\nvec3 rotateInLocalSpace (vec3 pos, vec3 xAxis, vec3 yAxis, vec3 zAxis, vec4 q){\n  vec4 viewQuat = quaternionFromAxis(xAxis, yAxis, zAxis);\n  vec4 rotQuat = quatMultiply(viewQuat, q);\n  rotateVecFromQuat(pos, rotQuat);\n  return pos;\n}\nvoid rotateCorner (inout vec2 corner, float angle){\n  float xOS = cos(angle) * corner.x - sin(angle) * corner.y;\n  float yOS = sin(angle) * corner.x + cos(angle) * corner.y;\n  corner.x = xOS;\n  corner.y = yOS;\n}\nlayout(location = 0) out mediump vec2 uv;\nlayout(location = 1) out mediump vec4 color;\nvoid computeVertPos (inout vec4 pos, vec2 vertOffset, vec4 q, vec3 s\n  , mat4 viewInv\n) {\n  vec3 viewSpaceVert = vec3(vertOffset.x * s.x, vertOffset.y * s.y, 0.);\n  vec3 camX = normalize(vec3(viewInv[0][0], viewInv[1][0], viewInv[2][0]));\n  vec3 camY = normalize(vec3(viewInv[0][1], viewInv[1][1], viewInv[2][1]));\n  vec3 camZ = normalize(vec3(viewInv[0][2], viewInv[1][2], viewInv[2][2]));\n  pos.xyz += rotateInLocalSpace(viewSpaceVert, camX, camY, camZ, q);\n}\nlayout(location = 0) in vec3 a_position;\nlayout(location = 1) in vec2 a_texCoord;\nlayout(location = 2) in vec4 a_color;\nlayout(set = 1, binding = 1) uniform builtin {\n  vec4 cc_size_rotation;\n};\nvec4 vs_main() {\n  vec4 pos = vec4(a_position, 1);\n  pos = cc_matWorld * pos;\n  vec2 vertOffset = a_texCoord.xy - 0.5;\n  computeVertPos(pos, vertOffset, quaternionFromEuler(vec3(0., 0., cc_size_rotation.z)), vec3(cc_size_rotation.xy, 0.), cc_matViewInv);\n  pos = cc_matViewProj * pos;\n  uv = a_texCoord.xy;\n  color = a_color;\n  return pos;\n}\nvoid main() { gl_Position = vs_main(); }",
        "frag": "\nprecision mediump 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 SRGBToLinear (vec3 gamma) {\n  return gamma * gamma;\n}\nvec4 CCFragOutput (vec4 color) {\n  #if CC_USE_HDR\n    color.rgb = mix(color.rgb, SRGBToLinear(color.rgb) * cc_exposure.w, vec3(cc_exposure.z));\n  #endif\n  return color;\n}\nlayout(location = 0) in vec2 uv;\nlayout(location = 1) in vec4 color;\nlayout(set = 1, binding = 2) uniform sampler2D mainTexture;\nvec4 premultiplied () {\n  vec4 col = color * texture(mainTexture, uv) * color.a;\n  return CCFragOutput(col);\n}\nlayout(location = 0) out vec4 cc_FragColor;\nvoid main() { cc_FragColor = premultiplied(); }"
      },
      "glsl3": {
        "vert": "\nprecision mediump float;\nlayout(std140) uniform Constants {\n  vec4 mainTiling_Offset;\n  vec4 frameTile_velLenScale;\n  vec4 scale;\n};\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};\nlayout(std140) uniform CCLocal {\n  highp mat4 cc_matWorld;\n  highp mat4 cc_matWorldIT;\n  highp vec4 cc_lightingMapUVParam;\n};\nvec4 quaternionFromAxis (vec3 xAxis,vec3 yAxis,vec3 zAxis){\n  mat3 m = mat3(xAxis,yAxis,zAxis);\n  float trace = m[0][0] + m[1][1] + m[2][2];\n  vec4 quat;\n  if (trace > 0.) {\n    float s = 0.5 / sqrt(trace + 1.0);\n    quat.w = 0.25 / s;\n    quat.x = (m[2][1] - m[1][2]) * s;\n    quat.y = (m[0][2] - m[2][0]) * s;\n    quat.z = (m[1][0] - m[0][1]) * s;\n  } else if ((m[0][0] > m[1][1]) && (m[0][0] > m[2][2])) {\n    float s = 2.0 * sqrt(1.0 + m[0][0] - m[1][1] - m[2][2]);\n    quat.w = (m[2][1] - m[1][2]) / s;\n    quat.x = 0.25 * s;\n    quat.y = (m[0][1] + m[1][0]) / s;\n    quat.z = (m[0][2] + m[2][0]) / s;\n  } else if (m[1][1] > m[2][2]) {\n    float s = 2.0 * sqrt(1.0 + m[1][1] - m[0][0] - m[2][2]);\n    quat.w = (m[0][2] - m[2][0]) / s;\n    quat.x = (m[0][1] + m[1][0]) / s;\n    quat.y = 0.25 * s;\n    quat.z = (m[1][2] + m[2][1]) / s;\n  } else {\n    float s = 2.0 * sqrt(1.0 + m[2][2] - m[0][0] - m[1][1]);\n    quat.w = (m[1][0] - m[0][1]) / s;\n    quat.x = (m[0][2] + m[2][0]) / s;\n    quat.y = (m[1][2] + m[2][1]) / s;\n    quat.z = 0.25 * s;\n  }\n  float len = quat.x * quat.x + quat.y * quat.y + quat.z * quat.z + quat.w * quat.w;\n  if (len > 0.) {\n    len = 1. / sqrt(len);\n    quat.x = quat.x * len;\n    quat.y = quat.y * len;\n    quat.z = quat.z * len;\n    quat.w = quat.w * len;\n  }\n  return quat;\n}\nvec4 quaternionFromEuler (vec3 angle){\n  float x = angle.x / 2.;\n  float y = angle.y / 2.;\n  float z = angle.z / 2.;\n  float sx = sin(x);\n  float cx = cos(x);\n  float sy = sin(y);\n  float cy = cos(y);\n  float sz = sin(z);\n  float cz = cos(z);\n  vec4 quat = vec4(0);\n  quat.x = sx * cy * cz + cx * sy * sz;\n  quat.y = cx * sy * cz + sx * cy * sz;\n  quat.z = cx * cy * sz - sx * sy * cz;\n  quat.w = cx * cy * cz - sx * sy * sz;\n  return quat;\n}\nvec4 quatMultiply (vec4 a, vec4 b){\n  vec4 quat;\n  quat.x = a.x * b.w + a.w * b.x + a.y * b.z - a.z * b.y;\n  quat.y = a.y * b.w + a.w * b.y + a.z * b.x - a.x * b.z;\n  quat.z = a.z * b.w + a.w * b.z + a.x * b.y - a.y * b.x;\n  quat.w = a.w * b.w - a.x * b.x - a.y * b.y - a.z * b.z;\n  return quat;\n}\nvoid rotateVecFromQuat (inout vec3 v, vec4 q){\n  float ix = q.w * v.x + q.y * v.z - q.z * v.y;\n  float iy = q.w * v.y + q.z * v.x - q.x * v.z;\n  float iz = q.w * v.z + q.x * v.y - q.y * v.x;\n  float iw = -q.x * v.x - q.y * v.y - q.z * v.z;\n  v.x = ix * q.w + iw * -q.x + iy * -q.z - iz * -q.y;\n  v.y = iy * q.w + iw * -q.y + iz * -q.x - ix * -q.z;\n  v.z = iz * q.w + iw * -q.z + ix * -q.y - iy * -q.x;\n}\nvec3 rotateInLocalSpace (vec3 pos, vec3 xAxis, vec3 yAxis, vec3 zAxis, vec4 q){\n  vec4 viewQuat = quaternionFromAxis(xAxis, yAxis, zAxis);\n  vec4 rotQuat = quatMultiply(viewQuat, q);\n  rotateVecFromQuat(pos, rotQuat);\n  return pos;\n}\nvoid rotateCorner (inout vec2 corner, float angle){\n  float xOS = cos(angle) * corner.x - sin(angle) * corner.y;\n  float yOS = sin(angle) * corner.x + cos(angle) * corner.y;\n  corner.x = xOS;\n  corner.y = yOS;\n}\nout mediump vec2 uv;\nout mediump vec4 color;\nvoid computeVertPos (inout vec4 pos, vec2 vertOffset, vec4 q, vec3 s\n  , mat4 viewInv\n) {\n  vec3 viewSpaceVert = vec3(vertOffset.x * s.x, vertOffset.y * s.y, 0.);\n  vec3 camX = normalize(vec3(viewInv[0][0], viewInv[1][0], viewInv[2][0]));\n  vec3 camY = normalize(vec3(viewInv[0][1], viewInv[1][1], viewInv[2][1]));\n  vec3 camZ = normalize(vec3(viewInv[0][2], viewInv[1][2], viewInv[2][2]));\n  pos.xyz += rotateInLocalSpace(viewSpaceVert, camX, camY, camZ, q);\n}\nin vec3 a_position;\nin vec2 a_texCoord;\nin vec4 a_color;\nlayout(std140) uniform builtin {\n  vec4 cc_size_rotation;\n};\nvec4 vs_main() {\n  vec4 pos = vec4(a_position, 1);\n  pos = cc_matWorld * pos;\n  vec2 vertOffset = a_texCoord.xy - 0.5;\n  computeVertPos(pos, vertOffset, quaternionFromEuler(vec3(0., 0., cc_size_rotation.z)), vec3(cc_size_rotation.xy, 0.), cc_matViewInv);\n  pos = cc_matViewProj * pos;\n  uv = a_texCoord.xy;\n  color = a_color;\n  return pos;\n}\nvoid main() { gl_Position = vs_main(); }",
        "frag": "\nprecision mediump 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 SRGBToLinear (vec3 gamma) {\n  return gamma * gamma;\n}\nvec4 CCFragOutput (vec4 color) {\n  #if CC_USE_HDR\n    color.rgb = mix(color.rgb, SRGBToLinear(color.rgb) * cc_exposure.w, vec3(cc_exposure.z));\n  #endif\n  return color;\n}\nin vec2 uv;\nin vec4 color;\nuniform sampler2D mainTexture;\nvec4 premultiplied () {\n  vec4 col = color * texture(mainTexture, uv) * color.a;\n  return CCFragOutput(col);\n}\nlayout(location = 0) out vec4 cc_FragColor;\nvoid main() { cc_FragColor = premultiplied(); }"
      },
      "glsl1": {
        "vert": "\nprecision mediump float;\nuniform highp mat4 cc_matView;\nuniform highp mat4 cc_matViewInv;\nuniform highp mat4 cc_matViewProj;\nuniform highp mat4 cc_matWorld;\nvec4 quaternionFromAxis (vec3 xAxis,vec3 yAxis,vec3 zAxis){\n  mat3 m = mat3(xAxis,yAxis,zAxis);\n  float trace = m[0][0] + m[1][1] + m[2][2];\n  vec4 quat;\n  if (trace > 0.) {\n    float s = 0.5 / sqrt(trace + 1.0);\n    quat.w = 0.25 / s;\n    quat.x = (m[2][1] - m[1][2]) * s;\n    quat.y = (m[0][2] - m[2][0]) * s;\n    quat.z = (m[1][0] - m[0][1]) * s;\n  } else if ((m[0][0] > m[1][1]) && (m[0][0] > m[2][2])) {\n    float s = 2.0 * sqrt(1.0 + m[0][0] - m[1][1] - m[2][2]);\n    quat.w = (m[2][1] - m[1][2]) / s;\n    quat.x = 0.25 * s;\n    quat.y = (m[0][1] + m[1][0]) / s;\n    quat.z = (m[0][2] + m[2][0]) / s;\n  } else if (m[1][1] > m[2][2]) {\n    float s = 2.0 * sqrt(1.0 + m[1][1] - m[0][0] - m[2][2]);\n    quat.w = (m[0][2] - m[2][0]) / s;\n    quat.x = (m[0][1] + m[1][0]) / s;\n    quat.y = 0.25 * s;\n    quat.z = (m[1][2] + m[2][1]) / s;\n  } else {\n    float s = 2.0 * sqrt(1.0 + m[2][2] - m[0][0] - m[1][1]);\n    quat.w = (m[1][0] - m[0][1]) / s;\n    quat.x = (m[0][2] + m[2][0]) / s;\n    quat.y = (m[1][2] + m[2][1]) / s;\n    quat.z = 0.25 * s;\n  }\n  float len = quat.x * quat.x + quat.y * quat.y + quat.z * quat.z + quat.w * quat.w;\n  if (len > 0.) {\n    len = 1. / sqrt(len);\n    quat.x = quat.x * len;\n    quat.y = quat.y * len;\n    quat.z = quat.z * len;\n    quat.w = quat.w * len;\n  }\n  return quat;\n}\nvec4 quaternionFromEuler (vec3 angle){\n  float x = angle.x / 2.;\n  float y = angle.y / 2.;\n  float z = angle.z / 2.;\n  float sx = sin(x);\n  float cx = cos(x);\n  float sy = sin(y);\n  float cy = cos(y);\n  float sz = sin(z);\n  float cz = cos(z);\n  vec4 quat = vec4(0);\n  quat.x = sx * cy * cz + cx * sy * sz;\n  quat.y = cx * sy * cz + sx * cy * sz;\n  quat.z = cx * cy * sz - sx * sy * cz;\n  quat.w = cx * cy * cz - sx * sy * sz;\n  return quat;\n}\nvec4 quatMultiply (vec4 a, vec4 b){\n  vec4 quat;\n  quat.x = a.x * b.w + a.w * b.x + a.y * b.z - a.z * b.y;\n  quat.y = a.y * b.w + a.w * b.y + a.z * b.x - a.x * b.z;\n  quat.z = a.z * b.w + a.w * b.z + a.x * b.y - a.y * b.x;\n  quat.w = a.w * b.w - a.x * b.x - a.y * b.y - a.z * b.z;\n  return quat;\n}\nvoid rotateVecFromQuat (inout vec3 v, vec4 q){\n  float ix = q.w * v.x + q.y * v.z - q.z * v.y;\n  float iy = q.w * v.y + q.z * v.x - q.x * v.z;\n  float iz = q.w * v.z + q.x * v.y - q.y * v.x;\n  float iw = -q.x * v.x - q.y * v.y - q.z * v.z;\n  v.x = ix * q.w + iw * -q.x + iy * -q.z - iz * -q.y;\n  v.y = iy * q.w + iw * -q.y + iz * -q.x - ix * -q.z;\n  v.z = iz * q.w + iw * -q.z + ix * -q.y - iy * -q.x;\n}\nvec3 rotateInLocalSpace (vec3 pos, vec3 xAxis, vec3 yAxis, vec3 zAxis, vec4 q){\n  vec4 viewQuat = quaternionFromAxis(xAxis, yAxis, zAxis);\n  vec4 rotQuat = quatMultiply(viewQuat, q);\n  rotateVecFromQuat(pos, rotQuat);\n  return pos;\n}\nvoid rotateCorner (inout vec2 corner, float angle){\n  float xOS = cos(angle) * corner.x - sin(angle) * corner.y;\n  float yOS = sin(angle) * corner.x + cos(angle) * corner.y;\n  corner.x = xOS;\n  corner.y = yOS;\n}\nvarying mediump vec2 uv;\nvarying mediump vec4 color;\nvoid computeVertPos (inout vec4 pos, vec2 vertOffset, vec4 q, vec3 s\n  , mat4 viewInv\n) {\n  vec3 viewSpaceVert = vec3(vertOffset.x * s.x, vertOffset.y * s.y, 0.);\n  vec3 camX = normalize(vec3(viewInv[0][0], viewInv[1][0], viewInv[2][0]));\n  vec3 camY = normalize(vec3(viewInv[0][1], viewInv[1][1], viewInv[2][1]));\n  vec3 camZ = normalize(vec3(viewInv[0][2], viewInv[1][2], viewInv[2][2]));\n  pos.xyz += rotateInLocalSpace(viewSpaceVert, camX, camY, camZ, q);\n}\nattribute vec3 a_position;\nattribute vec2 a_texCoord;\nattribute vec4 a_color;\nuniform vec4 cc_size_rotation;\nvec4 vs_main() {\n  vec4 pos = vec4(a_position, 1);\n  pos = cc_matWorld * pos;\n  vec2 vertOffset = a_texCoord.xy - 0.5;\n  computeVertPos(pos, vertOffset, quaternionFromEuler(vec3(0., 0., cc_size_rotation.z)), vec3(cc_size_rotation.xy, 0.), cc_matViewInv);\n  pos = cc_matViewProj * pos;\n  uv = a_texCoord.xy;\n  color = a_color;\n  return pos;\n}\nvoid main() { gl_Position = vs_main(); }",
        "frag": "\nprecision mediump float;\nuniform mediump vec4 cc_exposure;\nvec3 SRGBToLinear (vec3 gamma) {\n  return gamma * gamma;\n}\nvec4 CCFragOutput (vec4 color) {\n  #if CC_USE_HDR\n    color.rgb = mix(color.rgb, SRGBToLinear(color.rgb) * cc_exposure.w, vec3(cc_exposure.z));\n  #endif\n  return color;\n}\nvarying vec2 uv;\nvarying vec4 color;\nuniform sampler2D mainTexture;\nvec4 premultiplied () {\n  vec4 col = color * texture2D(mainTexture, uv) * color.a;\n  return CCFragOutput(col);\n}\nvoid main() { gl_FragColor = premultiplied(); }"
      },
      "builtins": {
        "globals": {
          "blocks": [
            {
              "name": "CCGlobal",
              "defines": []
            },
            {
              "name": "CCCamera",
              "defines": []
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