{
  "__type__": "cc.EffectAsset",
  "_name": "editor/terrain-circle-brush",
  "_objFlags": 0,
  "_native": "",
  "techniques": [
    {
      "name": "transparent",
      "passes": [
        {
          "blendState": {
            "targets": [
              {
                "blend": true,
                "blendSrc": 2,
                "blendDst": 4,
                "blendDstAlpha": 4
              }
            ]
          },
          "program": "editor/terrain-circle-brush|terrain-brush-vs:vert|terrain-brush-fs:frag",
          "depthStencilState": {
            "depthTest": true,
            "depthWrite": false
          },
          "properties": {
            "BrushPos": {
              "value": [
                0,
                0,
                0,
                1
              ],
              "type": 16
            },
            "BrushParams": {
              "value": [
                2.5,
                2.5,
                0,
                0
              ],
              "type": 16
            }
          }
        }
      ]
    }
  ],
  "shaders": [
    {
      "hash": 885173950,
      "glsl4": {
        "vert": "\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};\nlayout(set = 2, binding = 0) uniform CCLocal {\n  highp mat4 cc_matWorld;\n  highp mat4 cc_matWorldIT;\n  highp vec4 cc_lightingMapUVParam;\n};\nlayout(location = 0) in vec3 a_position;\nlayout(location = 0) out vec4 wposition;\nvec4 vert () {\n  vec3 worldPos;\n  worldPos.x = cc_matWorld[3][0] + a_position.x;\n  worldPos.y = cc_matWorld[3][1] + a_position.y;\n  worldPos.z = cc_matWorld[3][2] + a_position.z;\n  worldPos.y += 0.01;\n  vec4 pos = vec4(worldPos, 1);\n  pos = cc_matViewProj * pos;\n  wposition = vec4(worldPos, 1);\n  return pos;\n}\nvoid main() { gl_Position = vert(); }",
        "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 vec4 wposition;\nlayout(set = 1, binding = 0) uniform TexCoords {\n  vec4 BrushPos;\n  vec4 BrushParams;\n};\nvec4 frag () {\n  float Radius = BrushParams.x;\n  float Falloff = BrushParams.y;\n  float Distance = length(wposition.xz - BrushPos.xz);\n  float k = 0.0;\n  #if LINEAR\n    if (Distance <= Radius) {\n      k = 1.0;\n    }\n    else if (Distance > Radius + Falloff) {\n      k = 0.0;\n    }\n    else {\n      k = max(0.0, 1.0 - (Distance - Radius) / Falloff);\n    }\n  #elif SMOOTH\n    if (Distance <= Radius) {\n      k = 1.0;\n    }\n    else if (Distance > Radius + Falloff) {\n      k = 0.0;\n    }\n    else {\n      float y = (Distance - Radius) / Falloff;\n      k = sqrt(1.0 - y * y);\n    }\n  #elif SPHERICAL\n    if (Distance <= Radius) {\n      k = 1.0;\n    }\n    else if (Distance > Radius + Falloff) {\n      k = 0.0;\n    }\n    else {\n      k = max(0.0, 1.0 - (Distance - Radius) / Falloff);\n    }\n    k = k*k*(3.0 - 2.0 * k);\n  #elif TIP\n    if (Distance <= Radius) {\n      k = 1.0;\n    }\n    else if (Distance > Radius + Falloff) {\n      k = 0.0;\n    }\n    else {\n      float y = (Falloff + Radius - Distance) / Falloff;\n      k = 1.0 - sqrt(1.0 - y * y);\n    }\n  #endif\n  vec4 color = vec4(0.0, 0.0, 0.0, 0.0);\n  color.rgb = vec3(100, 100, 135) / 255.0;\n  color.a = 0.85 * k;\n  return CCFragOutput(color);\n}\nlayout(location = 0) out vec4 cc_FragColor;\nvoid main() { cc_FragColor = frag(); }"
      },
      "glsl3": {
        "vert": "\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};\nlayout(std140) uniform CCLocal {\n  highp mat4 cc_matWorld;\n  highp mat4 cc_matWorldIT;\n  highp vec4 cc_lightingMapUVParam;\n};\nin vec3 a_position;\nout vec4 wposition;\nvec4 vert () {\n  vec3 worldPos;\n  worldPos.x = cc_matWorld[3][0] + a_position.x;\n  worldPos.y = cc_matWorld[3][1] + a_position.y;\n  worldPos.z = cc_matWorld[3][2] + a_position.z;\n  worldPos.y += 0.01;\n  vec4 pos = vec4(worldPos, 1);\n  pos = cc_matViewProj * pos;\n  wposition = vec4(worldPos, 1);\n  return pos;\n}\nvoid main() { gl_Position = vert(); }",
        "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 vec4 wposition;\nlayout(std140) uniform TexCoords {\n  vec4 BrushPos;\n  vec4 BrushParams;\n};\nvec4 frag () {\n  float Radius = BrushParams.x;\n  float Falloff = BrushParams.y;\n  float Distance = length(wposition.xz - BrushPos.xz);\n  float k = 0.0;\n  #if LINEAR\n    if (Distance <= Radius) {\n      k = 1.0;\n    }\n    else if (Distance > Radius + Falloff) {\n      k = 0.0;\n    }\n    else {\n      k = max(0.0, 1.0 - (Distance - Radius) / Falloff);\n    }\n  #elif SMOOTH\n    if (Distance <= Radius) {\n      k = 1.0;\n    }\n    else if (Distance > Radius + Falloff) {\n      k = 0.0;\n    }\n    else {\n      float y = (Distance - Radius) / Falloff;\n      k = sqrt(1.0 - y * y);\n    }\n  #elif SPHERICAL\n    if (Distance <= Radius) {\n      k = 1.0;\n    }\n    else if (Distance > Radius + Falloff) {\n      k = 0.0;\n    }\n    else {\n      k = max(0.0, 1.0 - (Distance - Radius) / Falloff);\n    }\n    k = k*k*(3.0 - 2.0 * k);\n  #elif TIP\n    if (Distance <= Radius) {\n      k = 1.0;\n    }\n    else if (Distance > Radius + Falloff) {\n      k = 0.0;\n    }\n    else {\n      float y = (Falloff + Radius - Distance) / Falloff;\n      k = 1.0 - sqrt(1.0 - y * y);\n    }\n  #endif\n  vec4 color = vec4(0.0, 0.0, 0.0, 0.0);\n  color.rgb = vec3(100, 100, 135) / 255.0;\n  color.a = 0.85 * k;\n  return CCFragOutput(color);\n}\nlayout(location = 0) out vec4 cc_FragColor;\nvoid main() { cc_FragColor = frag(); }"
      },
      "glsl1": {
        "vert": "\nprecision mediump float;\nuniform highp mat4 cc_matViewProj;\nuniform highp mat4 cc_matWorld;\nattribute vec3 a_position;\nvarying vec4 wposition;\nvec4 vert () {\n  vec3 worldPos;\n  worldPos.x = cc_matWorld[3][0] + a_position.x;\n  worldPos.y = cc_matWorld[3][1] + a_position.y;\n  worldPos.z = cc_matWorld[3][2] + a_position.z;\n  worldPos.y += 0.01;\n  vec4 pos = vec4(worldPos, 1);\n  pos = cc_matViewProj * pos;\n  wposition = vec4(worldPos, 1);\n  return pos;\n}\nvoid main() { gl_Position = vert(); }",
        "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 vec4 wposition;\nuniform vec4 BrushPos;\nuniform vec4 BrushParams;\nvec4 frag () {\n  float Radius = BrushParams.x;\n  float Falloff = BrushParams.y;\n  float Distance = length(wposition.xz - BrushPos.xz);\n  float k = 0.0;\n  #if LINEAR\n    if (Distance <= Radius) {\n      k = 1.0;\n    }\n    else if (Distance > Radius + Falloff) {\n      k = 0.0;\n    }\n    else {\n      k = max(0.0, 1.0 - (Distance - Radius) / Falloff);\n    }\n  #elif SMOOTH\n    if (Distance <= Radius) {\n      k = 1.0;\n    }\n    else if (Distance > Radius + Falloff) {\n      k = 0.0;\n    }\n    else {\n      float y = (Distance - Radius) / Falloff;\n      k = sqrt(1.0 - y * y);\n    }\n  #elif SPHERICAL\n    if (Distance <= Radius) {\n      k = 1.0;\n    }\n    else if (Distance > Radius + Falloff) {\n      k = 0.0;\n    }\n    else {\n      k = max(0.0, 1.0 - (Distance - Radius) / Falloff);\n    }\n    k = k*k*(3.0 - 2.0 * k);\n  #elif TIP\n    if (Distance <= Radius) {\n      k = 1.0;\n    }\n    else if (Distance > Radius + Falloff) {\n      k = 0.0;\n    }\n    else {\n      float y = (Falloff + Radius - Distance) / Falloff;\n      k = 1.0 - sqrt(1.0 - y * y);\n    }\n  #endif\n  vec4 color = vec4(0.0, 0.0, 0.0, 0.0);\n  color.rgb = vec3(100, 100, 135) / 255.0;\n  color.a = 0.85 * k;\n  return CCFragOutput(color);\n}\nvoid main() { gl_FragColor = frag(); }"
      },
      "builtins": {
        "globals": {
          "blocks": [
            {
              "name": "CCGlobal",
              "defines": []
            },
            {
              "name": "CCCamera",
              "defines": []
            }
          ],
          "samplers": []
        },
        "locals": {
          "blocks": [
            {
              "name": "CCLocal",
              "defines": []
            }
          ],
          "samplers": []
        }
      },
      "defines": [
        {
          "name": "CC_USE_HDR",
          "type": "boolean",
          "defines": []
        },
        {
          "name": "LINEAR",
          "type": "boolean",
          "defines": []
        },
        {
          "name": "SMOOTH",
          "type": "boolean",
          "defines": [
            "!LINEAR"
          ]
        },
        {
          "name": "SPHERICAL",
          "type": "boolean",
          "defines": [
            "!LINEAR",
            "!SMOOTH"
          ]
        },
        {
          "name": "TIP",
          "type": "boolean",
          "defines": [
            "!LINEAR",
            "!SMOOTH",
            "!SPHERICAL"
          ]
        }
      ],
      "blocks": [
        {
          "name": "TexCoords",
          "members": [
            {
              "name": "BrushPos",
              "type": 16,
              "count": 1
            },
            {
              "name": "BrushParams",
              "type": 16,
              "count": 1
            }
          ],
          "defines": [],
          "stageFlags": 16,
          "binding": 0
        }
      ],
      "samplers": [],
      "attributes": [
        {
          "name": "a_position",
          "type": 15,
          "count": 1,
          "defines": [],
          "stageFlags": 1,
          "format": 32,
          "location": 0
        }
      ],
      "varyings": [
        {
          "name": "wposition",
          "type": 16,
          "count": 1,
          "defines": [],
          "stageFlags": 1,
          "location": 0
        }
      ],
      "name": "editor/terrain-circle-brush|terrain-brush-vs:vert|terrain-brush-fs:frag"
    }
  ],
  "combinations": [],
  "hideInEditor": true
}