{
  "__type__": "cc.EffectAsset",
  "_name": "builtin-spine",
  "_objFlags": 0,
  "_native": "",
  "techniques": [
    {
      "passes": [
        {
          "blendState": {
            "targets": [
              {
                "blend": true,
                "blendSrc": 2,
                "blendDst": 4,
                "blendDstAlpha": 4
              }
            ]
          },
          "rasterizerState": {
            "cullMode": 0
          },
          "program": "builtin-spine|sprite-vs:vert|sprite-fs:frag",
          "depthStencilState": {
            "depthTest": false,
            "depthWrite": false
          },
          "properties": {
            "alphaThreshold": {
              "value": [
                0.5
              ],
              "type": 13
            }
          }
        }
      ]
    }
  ],
  "shaders": [
    {
      "hash": 4078504952,
      "glsl4": {
        "vert": "\nprecision highp float;\nlayout(set = 0, binding = 0) uniform CCGlobal {\n  highp   vec4 cc_time;\n  mediump vec4 cc_screenSize;\n  mediump vec4 cc_nativeSize;\n};\nlayout(set = 0, binding = 1) uniform CCCamera {\n  highp   mat4 cc_matView;\n  highp   mat4 cc_matViewInv;\n  highp   mat4 cc_matProj;\n  highp   mat4 cc_matProjInv;\n  highp   mat4 cc_matViewProj;\n  highp   mat4 cc_matViewProjInv;\n  highp   vec4 cc_cameraPos;\n  mediump vec4 cc_screenScale;\n  mediump vec4 cc_exposure;\n  mediump vec4 cc_mainLitDir;\n  mediump vec4 cc_mainLitColor;\n  mediump vec4 cc_ambientSky;\n  mediump vec4 cc_ambientGround;\n  mediump vec4 cc_fogColor;\n  mediump vec4 cc_fogBase;\n  mediump vec4 cc_fogAdd;\n};\n#if USE_LOCAL\nlayout(set = 2, binding = 0) uniform CCLocal {\n  highp mat4 cc_matWorld;\n  highp mat4 cc_matWorldIT;\n  highp vec4 cc_lightingMapUVParam;\n};\n#endif\nlayout(location = 0) in vec3 a_position;\nlayout(location = 1) in vec2 a_texCoord;\nlayout(location = 2) in vec4 a_color;\nlayout(location = 0) out vec4 v_light;\nlayout(location = 1) out vec2 uv0;\n#if TWO_COLORED\n  layout(location = 3) in vec4 a_color2;\n  layout(location = 2) out vec4 v_dark;\n#endif\nvec4 vert () {\n  vec4 pos = vec4(a_position, 1);\n  #if USE_LOCAL\n    pos = cc_matWorld * pos;\n  #endif\n  pos = cc_matViewProj * pos;\n  uv0 = a_texCoord;\n  v_light = a_color;\n  #if TWO_COLORED\n    v_dark = a_color2;\n  #endif\n  return pos;\n}\nvoid main() { gl_Position = vert(); }",
        "frag": "\nprecision highp float;\n#if USE_ALPHA_TEST\n  layout(set = 1, binding = 0) uniform ALPHA_TEST_DATA {\n    float alphaThreshold;\n  };\n#endif\nvoid ALPHA_TEST (in vec4 color) {\n  #if USE_ALPHA_TEST\n      if (color.a < alphaThreshold) discard;\n  #endif\n}\nvoid ALPHA_TEST (in float alpha) {\n  #if USE_ALPHA_TEST\n      if (alpha < alphaThreshold) discard;\n  #endif\n}\nlayout(location = 0) in vec4 v_light;\n#if TWO_COLORED\n  layout(location = 2) in vec4 v_dark;\n#endif\nlayout(location = 1) in vec2 uv0;\nlayout(set = 2, binding = 10) uniform sampler2D cc_spriteTexture;\nvec4 frag () {\n  vec4 o = vec4(1, 1, 1, 1);\n  #if TWO_COLORED\n    vec4 texColor = vec4(1, 1, 1, 1);\n    texColor *= texture(cc_spriteTexture, uv0);\n     o.a = texColor.a * v_light.a;\n    o.rgb = ((texColor.a - 1.0) * v_dark.a + 1.0 - texColor.rgb) * v_dark.rgb + texColor.rgb * v_light.rgb;\n  #else\n    o *= texture(cc_spriteTexture, uv0);\n    o *= v_light;\n  #endif\n  ALPHA_TEST(o);\n  return o;\n}\nlayout(location = 0) out vec4 cc_FragColor;\nvoid main() { cc_FragColor = frag(); }"
      },
      "glsl3": {
        "vert": "\nprecision highp float;\nlayout(std140) uniform CCGlobal {\n  highp   vec4 cc_time;\n  mediump vec4 cc_screenSize;\n  mediump vec4 cc_nativeSize;\n};\nlayout(std140) uniform CCCamera {\n  highp   mat4 cc_matView;\n  highp   mat4 cc_matViewInv;\n  highp   mat4 cc_matProj;\n  highp   mat4 cc_matProjInv;\n  highp   mat4 cc_matViewProj;\n  highp   mat4 cc_matViewProjInv;\n  highp   vec4 cc_cameraPos;\n  mediump vec4 cc_screenScale;\n  mediump vec4 cc_exposure;\n  mediump vec4 cc_mainLitDir;\n  mediump vec4 cc_mainLitColor;\n  mediump vec4 cc_ambientSky;\n  mediump vec4 cc_ambientGround;\n  mediump vec4 cc_fogColor;\n  mediump vec4 cc_fogBase;\n  mediump vec4 cc_fogAdd;\n};\n#if USE_LOCAL\nlayout(std140) uniform CCLocal {\n  highp mat4 cc_matWorld;\n  highp mat4 cc_matWorldIT;\n  highp vec4 cc_lightingMapUVParam;\n};\n#endif\nin vec3 a_position;\nin vec2 a_texCoord;\nin vec4 a_color;\nout vec4 v_light;\nout vec2 uv0;\n#if TWO_COLORED\n  in vec4 a_color2;\n  out vec4 v_dark;\n#endif\nvec4 vert () {\n  vec4 pos = vec4(a_position, 1);\n  #if USE_LOCAL\n    pos = cc_matWorld * pos;\n  #endif\n  pos = cc_matViewProj * pos;\n  uv0 = a_texCoord;\n  v_light = a_color;\n  #if TWO_COLORED\n    v_dark = a_color2;\n  #endif\n  return pos;\n}\nvoid main() { gl_Position = vert(); }",
        "frag": "\nprecision highp float;\n#if USE_ALPHA_TEST\n  layout(std140) uniform ALPHA_TEST_DATA {\n    float alphaThreshold;\n  };\n#endif\nvoid ALPHA_TEST (in vec4 color) {\n  #if USE_ALPHA_TEST\n      if (color.a < alphaThreshold) discard;\n  #endif\n}\nvoid ALPHA_TEST (in float alpha) {\n  #if USE_ALPHA_TEST\n      if (alpha < alphaThreshold) discard;\n  #endif\n}\nin vec4 v_light;\n#if TWO_COLORED\n  in vec4 v_dark;\n#endif\nin vec2 uv0;\nuniform sampler2D cc_spriteTexture;\nvec4 frag () {\n  vec4 o = vec4(1, 1, 1, 1);\n  #if TWO_COLORED\n    vec4 texColor = vec4(1, 1, 1, 1);\n    texColor *= texture(cc_spriteTexture, uv0);\n     o.a = texColor.a * v_light.a;\n    o.rgb = ((texColor.a - 1.0) * v_dark.a + 1.0 - texColor.rgb) * v_dark.rgb + texColor.rgb * v_light.rgb;\n  #else\n    o *= texture(cc_spriteTexture, uv0);\n    o *= v_light;\n  #endif\n  ALPHA_TEST(o);\n  return o;\n}\nlayout(location = 0) out vec4 cc_FragColor;\nvoid main() { cc_FragColor = frag(); }"
      },
      "glsl1": {
        "vert": "\nprecision highp float;\nuniform highp mat4 cc_matViewProj;\n#if USE_LOCAL\nuniform highp mat4 cc_matWorld;\n#endif\nattribute vec3 a_position;\nattribute vec2 a_texCoord;\nattribute vec4 a_color;\nvarying vec4 v_light;\nvarying vec2 uv0;\n#if TWO_COLORED\n  attribute vec4 a_color2;\n  varying vec4 v_dark;\n#endif\nvec4 vert () {\n  vec4 pos = vec4(a_position, 1);\n  #if USE_LOCAL\n    pos = cc_matWorld * pos;\n  #endif\n  pos = cc_matViewProj * pos;\n  uv0 = a_texCoord;\n  v_light = a_color;\n  #if TWO_COLORED\n    v_dark = a_color2;\n  #endif\n  return pos;\n}\nvoid main() { gl_Position = vert(); }",
        "frag": "\nprecision highp float;\n#if USE_ALPHA_TEST\n  uniform float alphaThreshold;\n#endif\nvoid ALPHA_TEST (in vec4 color) {\n  #if USE_ALPHA_TEST\n      if (color.a < alphaThreshold) discard;\n  #endif\n}\nvoid ALPHA_TEST (in float alpha) {\n  #if USE_ALPHA_TEST\n      if (alpha < alphaThreshold) discard;\n  #endif\n}\nvarying vec4 v_light;\n#if TWO_COLORED\n  varying vec4 v_dark;\n#endif\nvarying vec2 uv0;\nuniform sampler2D cc_spriteTexture;\nvec4 frag () {\n  vec4 o = vec4(1, 1, 1, 1);\n  #if TWO_COLORED\n    vec4 texColor = vec4(1, 1, 1, 1);\n    texColor *= texture2D(cc_spriteTexture, uv0);\n     o.a = texColor.a * v_light.a;\n    o.rgb = ((texColor.a - 1.0) * v_dark.a + 1.0 - texColor.rgb) * v_dark.rgb + texColor.rgb * v_light.rgb;\n  #else\n    o *= texture2D(cc_spriteTexture, uv0);\n    o *= v_light;\n  #endif\n  ALPHA_TEST(o);\n  return o;\n}\nvoid main() { gl_FragColor = frag(); }"
      },
      "builtins": {
        "globals": {
          "blocks": [
            {
              "name": "CCGlobal",
              "defines": []
            },
            {
              "name": "CCCamera",
              "defines": []
            }
          ],
          "samplers": []
        },
        "locals": {
          "blocks": [
            {
              "name": "CCLocal",
              "defines": [
                "USE_LOCAL"
              ]
            }
          ],
          "samplers": [
            {
              "name": "cc_spriteTexture",
              "defines": []
            }
          ]
        }
      },
      "defines": [
        {
          "name": "USE_LOCAL",
          "type": "boolean",
          "defines": []
        },
        {
          "name": "TWO_COLORED",
          "type": "boolean",
          "defines": []
        },
        {
          "name": "USE_ALPHA_TEST",
          "type": "boolean",
          "defines": []
        }
      ],
      "blocks": [
        {
          "name": "ALPHA_TEST_DATA",
          "members": [
            {
              "name": "alphaThreshold",
              "type": 13,
              "count": 1
            }
          ],
          "defines": [
            "USE_ALPHA_TEST"
          ],
          "stageFlags": 16,
          "binding": 0
        }
      ],
      "samplers": [],
      "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
        },
        {
          "name": "a_color2",
          "type": 16,
          "count": 1,
          "defines": [
            "TWO_COLORED"
          ],
          "stageFlags": 1,
          "format": 44,
          "location": 3
        }
      ],
      "varyings": [
        {
          "name": "v_light",
          "type": 16,
          "count": 1,
          "defines": [],
          "stageFlags": 1,
          "location": 0
        },
        {
          "name": "uv0",
          "type": 14,
          "count": 1,
          "defines": [],
          "stageFlags": 1,
          "location": 1
        },
        {
          "name": "v_dark",
          "type": 16,
          "count": 1,
          "defines": [
            "TWO_COLORED"
          ],
          "stageFlags": 1,
          "location": 2
        }
      ],
      "name": "builtin-spine|sprite-vs:vert|sprite-fs:frag"
    }
  ],
  "combinations": [],
  "hideInEditor": false
}