{
  "__type__": "cc.EffectAsset",
  "_name": "builtin-terrain",
  "_objFlags": 0,
  "_native": "",
  "techniques": [
    {
      "name": "opaque",
      "passes": [
        {
          "program": "builtin-terrain|terrain-vs:vert|terrain-fs:frag",
          "properties": {
            "UVScale": {
              "value": [
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              "type": 16
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            "lightMapUVParam": {
              "value": [
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              "type": 16
            },
            "metallic": {
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              ],
              "type": 16
            },
            "roughness": {
              "value": [
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              ],
              "type": 16
            },
            "weightMap": {
              "value": "black",
              "type": 28
            },
            "detailMap0": {
              "value": "grey",
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            "detailMap1": {
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            "detailMap2": {
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            "detailMap3": {
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            "normalMap0": {
              "value": "normal-texture",
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            },
            "normalMap1": {
              "value": "normal-texture",
              "type": 28
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            "normalMap2": {
              "value": "normal-texture",
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            },
            "normalMap3": {
              "value": "normal-texture",
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            },
            "lightMap": {
              "value": "grey",
              "type": 28
            }
          }
        },
        {
          "phase": "forward-add",
          "propertyIndex": 0,
          "embeddedMacros": {
            "CC_FORWARD_ADD": true
          },
          "blendState": {
            "targets": [
              {
                "blend": true,
                "blendSrc": 1,
                "blendDst": 1,
                "blendSrcAlpha": 0,
                "blendDstAlpha": 1
              }
            ]
          },
          "program": "builtin-terrain|terrain-vs:vert|terrain-fs:frag",
          "depthStencilState": {
            "depthFunc": 2,
            "depthTest": true,
            "depthWrite": false
          },
          "properties": {
            "UVScale": {
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              "type": 16
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            "lightMapUVParam": {
              "value": [
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            "metallic": {
              "value": [
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              "type": 16
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            "roughness": {
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              "type": 16
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            "weightMap": {
              "value": "black",
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            "detailMap0": {
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            "detailMap1": {
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            "detailMap2": {
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            "detailMap3": {
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            "normalMap0": {
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            "normalMap1": {
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            "normalMap2": {
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            "normalMap3": {
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            "lightMap": {
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        },
        {
          "phase": "shadow-add",
          "propertyIndex": 0,
          "rasterizerState": {
            "cullMode": 2
          },
          "program": "builtin-terrain|shadow-caster-vs:vert|shadow-caster-fs:frag"
        }
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  ],
  "shaders": [
    {
      "hash": 2952542850,
      "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};\nfloat LinearFog(vec4 pos) {\n    vec4 wPos = pos;\n    float cam_dis = distance(cc_cameraPos, wPos);\n    float fogStart = cc_fogBase.x;\n    float fogEnd = cc_fogBase.y;\n    return clamp((fogEnd - cam_dis) / (fogEnd - fogStart), 0., 1.);\n}\nfloat ExpFog(vec4 pos) {\n    vec4 wPos = pos;\n    float fogAtten = cc_fogAdd.z;\n    float fogDensity = cc_fogBase.z;\n    float cam_dis = distance(cc_cameraPos, wPos) / fogAtten * 4.;\n    float f = exp(-cam_dis * fogDensity);\n    return f;\n}\nfloat ExpSquaredFog(vec4 pos) {\n    vec4 wPos = pos;\n    float fogAtten = cc_fogAdd.z;\n    float fogDensity = cc_fogBase.z;\n    float cam_dis = distance(cc_cameraPos, wPos) / fogAtten * 4.;\n    float f = exp(-cam_dis * cam_dis * fogDensity * fogDensity);\n    return f;\n}\nfloat LayeredFog(vec4 pos) {\n    vec4 wPos = pos;\n    float fogAtten = cc_fogAdd.z;\n    float _FogTop = cc_fogAdd.x;\n    float _FogRange = cc_fogAdd.y;\n    vec3 camWorldProj = cc_cameraPos.xyz;\n    camWorldProj.y = 0.;\n    vec3 worldPosProj = wPos.xyz;\n    worldPosProj.y = 0.;\n    float fDeltaD = distance(worldPosProj, camWorldProj) / fogAtten * 2.0;\n    float fDeltaY, fDensityIntegral;\n    if (cc_cameraPos.y > _FogTop) {\n        if (wPos.y < _FogTop) {\n            fDeltaY = (_FogTop - wPos.y) / _FogRange * 2.0;\n            fDensityIntegral = fDeltaY * fDeltaY * 0.5;\n        } else {\n            fDeltaY = 0.;\n            fDensityIntegral = 0.;\n        }\n    } else {\n        if (wPos.y < _FogTop) {\n            float fDeltaA = (_FogTop - cc_cameraPos.y) / _FogRange * 2.;\n            float fDeltaB = (_FogTop - wPos.y) / _FogRange * 2.;\n            fDeltaY = abs(fDeltaA - fDeltaB);\n            fDensityIntegral = abs((fDeltaA * fDeltaA * 0.5) - (fDeltaB * fDeltaB * 0.5));\n        } else {\n            fDeltaY = abs(_FogTop - cc_cameraPos.y) / _FogRange * 2.;\n            fDensityIntegral = abs(fDeltaY * fDeltaY * 0.5);\n        }\n    }\n    float fDensity;\n    if (fDeltaY != 0.) {\n        fDensity = (sqrt(1.0 + ((fDeltaD / fDeltaY) * (fDeltaD / fDeltaY)))) * fDensityIntegral;\n    } else {\n        fDensity = 0.;\n    }\n    float f = exp(-fDensity);\n    return f;\n}\nfloat CC_TRANSFER_FOG(vec4 pos) {\n    #if CC_USE_FOG == 0\n        return LinearFog(pos);\n\t#elif CC_USE_FOG == 1\n        return ExpFog(pos);\n    #elif CC_USE_FOG == 2\n        return ExpSquaredFog(pos);\n    #elif CC_USE_FOG == 3\n        return LayeredFog(pos);\n    #endif\n    return 1.;\n}\nlayout(location = 0) out highp vec4 v_shadowPos;\nlayout(set = 0, binding = 2) uniform CCShadow {\n  highp mat4 cc_matLightPlaneProj;\n  highp mat4 cc_matLightViewProj;\n  lowp  vec4 cc_shadowColor;\n  lowp  vec4 cc_shadowInfo;\n};\nlayout(location = 0) in vec3 a_position;\nlayout(location = 1) in vec3 a_normal;\nlayout(location = 2) in vec2 a_texCoord;\nlayout(location = 1) out highp vec3 v_position;\nlayout(location = 2) out mediump vec3 v_normal;\n#if USE_NORMALMAP\n  layout(location = 3) out mediump vec3 v_tangent;\n  layout(location = 4) out mediump vec3 v_binormal;\n#endif\nlayout(location = 5) out mediump vec2 uvw;\nlayout(location = 6) out mediump vec2 uv0;\nlayout(location = 7) out mediump vec2 uv1;\nlayout(location = 8) out mediump vec2 uv2;\nlayout(location = 9) out mediump vec2 uv3;\nlayout(location = 10) out mediump vec2 luv;\nlayout(location = 11) out mediump vec3 diffuse;\nlayout(location = 12) out mediump float v_fog_factor;\nlayout(set = 1, binding = 0) uniform TexCoords {\n  vec4 UVScale;\n  vec4 lightMapUVParam;\n};\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  vec4 pos = vec4(worldPos, 1.0);\n  pos = cc_matViewProj * pos;\n  uvw = a_texCoord;\n  uv0 = a_position.xz * UVScale.x;\n  uv1 = a_position.xz * UVScale.y;\n  uv2 = a_position.xz * UVScale.z;\n  uv3 = a_position.xz * UVScale.w;\n  #if USE_LIGHTMAP\n    luv = lightMapUVParam.xy + a_texCoord * lightMapUVParam.zw;\n  #endif\n  v_position = worldPos;\n  v_normal = a_normal;\n  v_fog_factor = CC_TRANSFER_FOG(vec4(worldPos, 1.0));\n  #if USE_NORMALMAP\n    v_tangent = vec3(1.0, 0.0, 0.0);\n    v_binormal = vec3(0.0, 0.0, 1.0);\n    v_binormal = cross(v_tangent, a_normal);\n    v_tangent = cross(a_normal, v_binormal);\n  #endif\n    v_shadowPos = cc_matLightViewProj * vec4(worldPos, 1.0);\n  return pos;\n}\nvoid main() { gl_Position = vert(); }",
        "frag": "\nprecision highp float;\nlayout(set = 0, binding = 0) uniform CCGlobal {\n  highp   vec4 cc_time;\n  mediump vec4 cc_screenSize;\n  mediump vec4 cc_nativeSize;\n};\nlayout(set = 0, binding = 1) uniform CCCamera {\n  highp   mat4 cc_matView;\n  highp   mat4 cc_matViewInv;\n  highp   mat4 cc_matProj;\n  highp   mat4 cc_matProjInv;\n  highp   mat4 cc_matViewProj;\n  highp   mat4 cc_matViewProjInv;\n  highp   vec4 cc_cameraPos;\n  mediump vec4 cc_screenScale;\n  mediump vec4 cc_exposure;\n  mediump vec4 cc_mainLitDir;\n  mediump vec4 cc_mainLitColor;\n  mediump vec4 cc_ambientSky;\n  mediump vec4 cc_ambientGround;\n  mediump vec4 cc_fogColor;\n  mediump vec4 cc_fogBase;\n  mediump vec4 cc_fogAdd;\n};\nlayout(set = 0, binding = 2) uniform CCShadow {\n  highp mat4 cc_matLightPlaneProj;\n  highp mat4 cc_matLightViewProj;\n  lowp  vec4 cc_shadowColor;\n  lowp  vec4 cc_shadowInfo;\n};\n#if CC_USE_IBL\nlayout(set = 0, binding = 4) uniform samplerCube cc_environment;\nvec3 unpackRGBE (vec4 rgbe) {\n  return rgbe.rgb * pow(2.0, rgbe.a * 255.0 - 128.0);\n}\nvec4 fragTextureLod (sampler2D tex, vec2 coord, float lod) {\n    return textureLod(tex, coord, lod);\n}\nvec4 fragTextureLod (samplerCube tex, vec3 coord, float lod) {\n    return textureLod(tex, coord, lod);\n}\n#endif\n#if CC_RECEIVE_SHADOW\nlayout(location = 0) in highp vec4 v_shadowPos;\n#if CC_RECEIVE_SHADOW\n  layout(set = 0, binding = 3) uniform sampler2D cc_shadowMap;\n  layout(set = 0, binding = 5) uniform sampler2D cc_spotLightingMap;\n  float CCGetShadowFactorX1 () {\n    vec3 clipPos = v_shadowPos.xyz / v_shadowPos.w * 0.5 + 0.5;\n    if (clipPos.x < 0.0 || clipPos.x > 1.0 ||\n        clipPos.y < 0.0 || clipPos.y > 1.0 ||\n        clipPos.z <-1.0 || clipPos.z > 1.0) { return 0.0; }\n    float closestDepth = dot(texture(cc_shadowMap, clipPos.xy), vec4(1.0, 1.0 / 255.0, 1.0 / 65025.0, 1.0 / 160581375.0));\n    float shadow = step(closestDepth, clipPos.z - cc_shadowInfo.w);\n    return shadow;\n  }\n  float CCGetShadowFactorX5 () {\n    vec3 clipPos = v_shadowPos.xyz / v_shadowPos.w * 0.5 + 0.5;\n    if (clipPos.x < 0.0 || clipPos.x > 1.0 ||\n        clipPos.y < 0.0 || clipPos.y > 1.0 ||\n        clipPos.z <-1.0 || clipPos.z > 1.0) { return 0.0; }\n    float offsetx = 1.0 / cc_shadowInfo.x;\n    float offsety = 1.0 / cc_shadowInfo.y;\n    float shadow = 0.0;\n    float closestDepth = 0.0;\n    closestDepth = dot(texture(cc_shadowMap, vec2(clipPos.x - offsetx, clipPos.y - offsety)), vec4(1.0, 1.0 / 255.0, 1.0 / 65025.0, 1.0 / 160581375.0));\n    shadow += step(closestDepth, clipPos.z - cc_shadowInfo.w);\n    closestDepth = dot(texture(cc_shadowMap, vec2(clipPos.x - offsetx, clipPos.y + offsety)), vec4(1.0, 1.0 / 255.0, 1.0 / 65025.0, 1.0 / 160581375.0));\n    shadow += step(closestDepth, clipPos.z - cc_shadowInfo.w);\n    closestDepth = dot(texture(cc_shadowMap, vec2(clipPos.x, clipPos.y)), vec4(1.0, 1.0 / 255.0, 1.0 / 65025.0, 1.0 / 160581375.0));\n    shadow += step(closestDepth, clipPos.z - cc_shadowInfo.w);\n    closestDepth = dot(texture(cc_shadowMap, vec2(clipPos.x + offsetx, clipPos.y - offsety)), vec4(1.0, 1.0 / 255.0, 1.0 / 65025.0, 1.0 / 160581375.0));\n    shadow += step(closestDepth, clipPos.z - cc_shadowInfo.w);\n    closestDepth = dot(texture(cc_shadowMap, vec2(clipPos.x + offsetx, clipPos.y + offsety)), vec4(1.0, 1.0 / 255.0, 1.0 / 65025.0, 1.0 / 160581375.0));\n    shadow += step(closestDepth, clipPos.z - cc_shadowInfo.w);\n    return shadow / 5.0;\n  }\n  float CCGetShadowFactorX9 () {\n    vec3 clipPos = v_shadowPos.xyz / v_shadowPos.w * 0.5 + 0.5;\n    if (clipPos.x < 0.0 || clipPos.x > 1.0 ||\n        clipPos.y < 0.0 || clipPos.y > 1.0 ||\n        clipPos.z <-1.0 || clipPos.z > 1.0) { return 0.0; }\n    float offsetx = 1.0 / cc_shadowInfo.x;\n    float offsety = 1.0 / cc_shadowInfo.y;\n    float shadow = 0.0;\n    for (int i = -1; i <= 1; i++) {\n      for (int j = -1; j <= 1; j++) {\n        float closestDepth = dot(texture(cc_shadowMap, clipPos.xy + vec2(i, j) * vec2(offsetx, offsety)), vec4(1.0, 1.0 / 255.0, 1.0 / 65025.0, 1.0 / 160581375.0));\n        shadow += step(closestDepth, clipPos.z - cc_shadowInfo.w);\n      }\n    }\n    return shadow / 9.0;\n  }\n  float CCGetShadowFactorX25 () {\n    vec3 clipPos = v_shadowPos.xyz / v_shadowPos.w * 0.5 + 0.5;\n    if (clipPos.x < 0.0 || clipPos.x > 1.0 ||\n        clipPos.y < 0.0 || clipPos.y > 1.0 ||\n        clipPos.z <-1.0 || clipPos.z > 1.0) { return 0.0; }\n    float offsetx = 1.0 / cc_shadowInfo.x;\n    float offsety = 1.0 / cc_shadowInfo.y;\n    float shadow = 0.0;\n    for (int i = -2; i <= 2; i++) {\n      for (int j = -2; j <= 2; j++) {\n        float closestDepth = dot(texture(cc_shadowMap, clipPos.xy + vec2(i, j) * vec2(offsetx, offsety)), vec4(1.0, 1.0 / 255.0, 1.0 / 65025.0, 1.0 / 160581375.0));\n        shadow += step(closestDepth, clipPos.z - cc_shadowInfo.w);\n      }\n    }\n    return shadow / 25.0;\n  }\n  float CCGetDirLightShadowFactorX1 () {\n    vec3 clipPos = v_shadowPos.xyz / v_shadowPos.w * 0.5 + 0.5;\n    if (clipPos.x < 0.0 || clipPos.x > 1.0 ||\n        clipPos.y < 0.0 || clipPos.y > 1.0 ||\n        clipPos.z <-1.0 || clipPos.z > 1.0) { return 0.0; }\n    float closestDepth = dot(texture(cc_spotLightingMap, clipPos.xy), vec4(1.0, 1.0 / 255.0, 1.0 / 65025.0, 1.0 / 160581375.0));\n    float shadow = step(closestDepth, clipPos.z - cc_shadowInfo.w);\n    return shadow;\n  }\n  float CCGetDirLightShadowFactorX5 () {\n    vec3 clipPos = v_shadowPos.xyz / v_shadowPos.w * 0.5 + 0.5;\n    if (clipPos.x < 0.0 || clipPos.x > 1.0 ||\n        clipPos.y < 0.0 || clipPos.y > 1.0 ||\n        clipPos.z <-1.0 || clipPos.z > 1.0) { return 0.0; }\n    float offsetx = 1.0 / cc_shadowInfo.x;\n    float offsety = 1.0 / cc_shadowInfo.y;\n    float shadow = 0.0;\n    float closestDepth = 0.0;\n    closestDepth = dot(texture(cc_spotLightingMap, vec2(clipPos.x - offsetx, clipPos.y - offsety)), vec4(1.0, 1.0 / 255.0, 1.0 / 65025.0, 1.0 / 160581375.0));\n    shadow += step(closestDepth, clipPos.z - cc_shadowInfo.w);\n    closestDepth = dot(texture(cc_spotLightingMap, vec2(clipPos.x - offsetx, clipPos.y + offsety)), vec4(1.0, 1.0 / 255.0, 1.0 / 65025.0, 1.0 / 160581375.0));\n    shadow += step(closestDepth, clipPos.z - cc_shadowInfo.w);\n    closestDepth = dot(texture(cc_spotLightingMap, vec2(clipPos.x, clipPos.y)), vec4(1.0, 1.0 / 255.0, 1.0 / 65025.0, 1.0 / 160581375.0));\n    shadow += step(closestDepth, clipPos.z - cc_shadowInfo.w);\n    closestDepth = dot(texture(cc_spotLightingMap, vec2(clipPos.x + offsetx, clipPos.y - offsety)), vec4(1.0, 1.0 / 255.0, 1.0 / 65025.0, 1.0 / 160581375.0));\n    shadow += step(closestDepth, clipPos.z - cc_shadowInfo.w);\n    closestDepth = dot(texture(cc_spotLightingMap, vec2(clipPos.x + offsetx, clipPos.y + offsety)), vec4(1.0, 1.0 / 255.0, 1.0 / 65025.0, 1.0 / 160581375.0));\n    return shadow / 5.0;\n  }\n  float CCGetDirLightShadowFactorX9 () {\n    vec3 clipPos = v_shadowPos.xyz / v_shadowPos.w * 0.5 + 0.5;\n    if (clipPos.x < 0.0 || clipPos.x > 1.0 ||\n        clipPos.y < 0.0 || clipPos.y > 1.0 ||\n        clipPos.z <-1.0 || clipPos.z > 1.0) { return 0.0; }\n    float offsetx = 1.0 / cc_shadowInfo.x;\n    float offsety = 1.0 / cc_shadowInfo.y;\n    float shadow = 0.0;\n    for (int i = -1; i <= 1; i++) {\n      for (int j = -1; j <= 1; j++) {\n        float closestDepth = dot(texture(cc_spotLightingMap, clipPos.xy + vec2(i, j) * vec2(offsetx, offsety)), vec4(1.0, 1.0 / 255.0, 1.0 / 65025.0, 1.0 / 160581375.0));\n        shadow += step(closestDepth, clipPos.z - cc_shadowInfo.w);\n      }\n    }\n    return shadow / 9.0;\n  }\n  float CCGetDirLightShadowFactorX25 () {\n    vec3 clipPos = v_shadowPos.xyz / v_shadowPos.w * 0.5 + 0.5;\n    if (clipPos.x < 0.0 || clipPos.x > 1.0 ||\n        clipPos.y < 0.0 || clipPos.y > 1.0 ||\n        clipPos.z <-1.0 || clipPos.z > 1.0) { return 0.0; }\n    float offsetx = 1.0 / cc_shadowInfo.x;\n    float offsety = 1.0 / cc_shadowInfo.y;\n    float shadow = 0.0;\n    for (int i = -2; i <= 2; i++) {\n      for (int j = -2; j <= 2; j++) {\n        float closestDepth = dot(texture(cc_spotLightingMap, clipPos.xy + vec2(i, j) * vec2(offsetx, offsety)), vec4(1.0, 1.0 / 255.0, 1.0 / 65025.0, 1.0 / 160581375.0));\n        shadow += step(closestDepth, clipPos.z - cc_shadowInfo.w);\n      }\n    }\n    return shadow / 25.0;\n  }\n#endif\n#endif\nvec3 SRGBToLinear (vec3 gamma) {\n  return gamma * gamma;\n}\nfloat GGXMobile (float roughness, float NoH, vec3 H, vec3 N) {\n  vec3 NxH = cross(N, H);\n  float OneMinusNoHSqr = dot(NxH, NxH);\n  float a = roughness * roughness;\n  float n = NoH * a;\n  float p = a / (OneMinusNoHSqr + n * n);\n  return p * p;\n}\nfloat CalcSpecular (float roughness, float NoH, vec3 H, vec3 N) {\n  return (roughness*0.25 + 0.25) * GGXMobile(roughness, NoH, H, N);\n}\nvec3 BRDFApprox (vec3 specular, float roughness, float NoV) {\n  const vec4 c0 = vec4(-1.0, -0.0275, -0.572, 0.022);\n  const vec4 c1 = vec4(1.0, 0.0425, 1.04, -0.04);\n  vec4 r = roughness * c0 + c1;\n  float a004 = min( r.x * r.x, exp2( -9.28 * NoV ) ) * r.x + r.y;\n  vec2 AB = vec2( -1.04, 1.04 ) * a004 + r.zw;\n  AB.y *= clamp(50.0 * specular.g, 0.0, 1.0);\n  return specular * AB.x + AB.y;\n}\nstruct StandardSurface {\n  vec4 albedo;\n  vec3 position;\n  vec3 normal;\n  vec3 emissive;\n  vec4 lightmap;\n  float roughness;\n  float metallic;\n  float occlusion;\n};\n#if CC_FORWARD_ADD\nlayout(set = 2, binding = 1) uniform CCForwardLight {\n  highp vec4 cc_lightPos[1];\n  vec4 cc_lightColor[1];\n  vec4 cc_lightSizeRangeAngle[1];\n  vec4 cc_lightDir[1];\n};\nfloat SmoothDistAtt (float distSqr, float invSqrAttRadius) {\n  float factor = distSqr * invSqrAttRadius;\n  float smoothFactor = clamp(1.0 - factor * factor, 0.0, 1.0);\n  return smoothFactor * smoothFactor;\n}\nfloat GetDistAtt (float distSqr, float invSqrAttRadius) {\n  float attenuation = 1.0 / max(distSqr, 0.01*0.01);\n  attenuation *= SmoothDistAtt(distSqr , invSqrAttRadius);\n  return attenuation;\n}\nfloat GetAngleAtt (vec3 L, vec3 litDir, float litAngleScale, float litAngleOffset) {\n  float cd = dot(litDir, L);\n  float attenuation = clamp(cd * litAngleScale + litAngleOffset, 0.0, 1.0);\n  return (attenuation * attenuation);\n}\n  vec4 CCStandardShading (StandardSurface s) {\n    vec3 diffuse = s.albedo.rgb * (1.0 - s.metallic);\n    vec3 specular = mix(vec3(0.04), s.albedo.rgb, s.metallic);\n    vec3 diffuseContrib = diffuse / 3.14159265359;\n    vec3 N = normalize(s.normal);\n    vec3 V = normalize(cc_cameraPos.xyz - s.position);\n    float NV = max(abs(dot(N, V)), 0.001);\n    specular = BRDFApprox(specular, s.roughness, NV);\n    vec3 finalColor = vec3(0.0);\n    for (int i = 0; i < 1; i++) {\n      vec3 SLU = cc_lightPos[i].xyz - s.position;\n      vec3 SL = normalize(SLU);\n      vec3 SH = normalize(SL + V);\n      float SNL = max(dot(N, SL), 0.001);\n      float SNH = max(dot(N, SH), 0.0);\n      float distSqr = dot(SLU, SLU);\n      float litRadius = cc_lightSizeRangeAngle[i].x;\n      float litRadiusSqr = litRadius * litRadius;\n      float illum = 3.14159265359 * (litRadiusSqr / max(litRadiusSqr , distSqr));\n      float attRadiusSqrInv = 1.0 / max(cc_lightSizeRangeAngle[i].y, 0.01);\n      attRadiusSqrInv *= attRadiusSqrInv;\n      float att = GetDistAtt(distSqr, attRadiusSqrInv);\n      vec3 lspec = specular * CalcSpecular(s.roughness, SNH, SH, N);\n      if (cc_lightPos[i].w > 0.0) {\n        float cosInner = max(dot(-cc_lightDir[i].xyz, SL), 0.01);\n        float cosOuter = cc_lightSizeRangeAngle[i].z;\n        float litAngleScale = 1.0 / max(0.001, cosInner - cosOuter);\n        float litAngleOffset = -cosOuter * litAngleScale;\n        att *= GetAngleAtt(SL, -cc_lightDir[i].xyz, litAngleScale, litAngleOffset);\n      }\n      vec3 lightColor = cc_lightColor[i].rgb;\n    #if CC_RECEIVE_SHADOW\n      if (cc_lightPos[i].w > 0.0) {\n    {\n      float pcf = cc_shadowInfo.z + 0.001;\n      float shadowAttenuation = 0.0;\n      if (pcf > 3.0) shadowAttenuation = CCGetDirLightShadowFactorX25();\n      else if (3.0 > pcf && pcf > 2.0) shadowAttenuation = CCGetDirLightShadowFactorX9();\n      else if (2.0 > pcf && pcf > 1.0) shadowAttenuation = CCGetDirLightShadowFactorX5();\n      else shadowAttenuation = CCGetDirLightShadowFactorX1();\n      lightColor *= 1.0 - shadowAttenuation;\n    }\n      }\n    #endif\n      finalColor += SNL * lightColor * cc_lightColor[i].w * illum * att * (diffuseContrib + lspec);\n    }\n    finalColor = finalColor * s.occlusion;\n    return vec4(finalColor, 0.0);\n  }\n#else\n  vec4 CCStandardShading (StandardSurface s) {\n    vec3 diffuse = s.albedo.rgb * (1.0 - s.metallic);\n    vec3 specular = mix(vec3(0.04), s.albedo.rgb, s.metallic);\n    vec3 N = normalize(s.normal);\n    vec3 V = normalize(cc_cameraPos.xyz - s.position);\n    float NV = max(abs(dot(N, V)), 0.001);\n    specular = BRDFApprox(specular, s.roughness, NV);\n    vec3 L = normalize(-cc_mainLitDir.xyz);\n    vec3 H = normalize(L+V);\n    float NH = max(dot(N, H), 0.0);\n    float NL = max(dot(N, L), 0.001);\n    vec3 finalColor = NL * cc_mainLitColor.rgb * cc_mainLitColor.w;\n    #if USE_LIGHTMAP && !USE_BATCHING && !CC_FORWARD_ADD\n      finalColor = s.lightmap.a * s.lightmap.rgb + (1.0 - s.lightmap.a) * finalColor;\n    #endif\n    vec3 diffuseContrib = diffuse / 3.14159265359;\n    vec3 specularContrib = specular * CalcSpecular(s.roughness, NH, H, N);\n    finalColor *= (diffuseContrib + specularContrib);\n    float fAmb = 0.5 - N.y * 0.5;\n    vec3 ambDiff = mix(cc_ambientSky.rgb, cc_ambientGround.rgb, fAmb) * cc_ambientSky.w;\n    finalColor += (ambDiff.rgb * diffuse);\n    #if CC_USE_IBL\n      vec3 R = normalize(reflect(-V, N));\n      vec4 envmap = fragTextureLod(cc_environment, R, s.roughness * cc_ambientGround.w);\n      #if CC_USE_IBL == 2\n        vec3 env = unpackRGBE(envmap);\n      #else\n        vec3 env = SRGBToLinear(envmap.rgb);\n      #endif\n      finalColor += env * cc_ambientSky.w * specular;\n    #endif\n    finalColor = finalColor * s.occlusion;\n    #if CC_USE_HDR\n      s.emissive *= cc_exposure.w;\n    #endif\n    finalColor += s.emissive;\n    #if CC_RECEIVE_SHADOW\n    {\n      float pcf = cc_shadowInfo.z + 0.001;\n      float shadowAttenuation = 0.0;\n      if (pcf > 3.0) shadowAttenuation = CCGetShadowFactorX25();\n      else if (3.0 > pcf && pcf > 2.0) shadowAttenuation = CCGetShadowFactorX9();\n      else if (2.0 > pcf && pcf > 1.0) shadowAttenuation = CCGetShadowFactorX5();\n      else shadowAttenuation = CCGetShadowFactorX1();\n      vec3 shadowColor = cc_shadowColor.rgb * cc_shadowColor.a + finalColor.rgb * (1.0 - cc_shadowColor.a);\n      finalColor.rgb = shadowColor.rgb * shadowAttenuation * NL + finalColor.rgb * (1.0 - shadowAttenuation * NL);\n    }\n    #endif\n    return vec4(finalColor, s.albedo.a);\n  }\n#endif\nvec3 ACESToneMap (vec3 color) {\n  color = min(color, vec3(8.0));\n  const float A = 2.51;\n  const float B = 0.03;\n  const float C = 2.43;\n  const float D = 0.59;\n  const float E = 0.14;\n  return (color * (A * color + B)) / (color * (C * color + D) + E);\n}\nvec4 CCFragOutput (vec4 color) {\n  #if !CC_USE_HDR\n    color.rgb = sqrt(ACESToneMap(color.rgb));\n  #endif\n  return color;\n}\nlayout(location = 1) in highp vec3 v_position;\nlayout(location = 2) in mediump vec3 v_normal;\n#if USE_NORMALMAP\n  layout(location = 3) in mediump vec3 v_tangent;\n  layout(location = 4) in mediump vec3 v_binormal;\n#endif\nlayout(location = 5) in mediump vec2 uvw;\nlayout(location = 6) in mediump vec2 uv0;\nlayout(location = 7) in mediump vec2 uv1;\nlayout(location = 8) in mediump vec2 uv2;\nlayout(location = 9) in mediump vec2 uv3;\nlayout(location = 11) in mediump vec3 diffuse;\nlayout(location = 10) in mediump vec2 luv;\nlayout(location = 12) in mediump float v_fog_factor;\nlayout(set = 1, binding = 1) uniform PbrParams {\n  vec4 metallic;\n  vec4 roughness;\n};\nlayout(set = 1, binding = 2) uniform sampler2D weightMap;\nlayout(set = 1, binding = 3) uniform sampler2D detailMap0;\nlayout(set = 1, binding = 4) uniform sampler2D detailMap1;\nlayout(set = 1, binding = 5) uniform sampler2D detailMap2;\nlayout(set = 1, binding = 6) uniform sampler2D detailMap3;\nlayout(set = 1, binding = 7) uniform sampler2D normalMap0;\nlayout(set = 1, binding = 8) uniform sampler2D normalMap1;\nlayout(set = 1, binding = 9) uniform sampler2D normalMap2;\nlayout(set = 1, binding = 10) uniform sampler2D normalMap3;\nlayout(set = 1, binding = 11) uniform sampler2D lightMap;\nvoid surf (out StandardSurface s) {\n  #if LAYERS > 1\n    vec4 w = texture(weightMap, uvw);\n  #endif\n  vec4 baseColor = vec4(0, 0, 0, 0);\n  #if LAYERS == 1\n    baseColor = texture(detailMap0, uv0);\n  #elif LAYERS == 2\n    baseColor += texture(detailMap0, uv0) * w.r;\n    baseColor += texture(detailMap1, uv1) * w.g;\n  #elif LAYERS == 3\n    baseColor += texture(detailMap0, uv0) * w.r;\n    baseColor += texture(detailMap1, uv1) * w.g;\n    baseColor += texture(detailMap2, uv2) * w.b;\n  #elif LAYERS == 4\n    baseColor += texture(detailMap0, uv0) * w.r;\n    baseColor += texture(detailMap1, uv1) * w.g;\n    baseColor += texture(detailMap2, uv2) * w.b;\n    baseColor += texture(detailMap3, uv3) * w.a;\n  #else\n    baseColor = texture(detailMap0, uv0);\n  #endif\n  s.position = v_position;\n  #if USE_NORMALMAP\n    vec4 baseNormal = vec4(0, 0, 0, 0);\n    #if LAYERS == 1\n      baseNormal = texture(normalMap0, uv0);\n    #elif LAYERS == 2\n      baseNormal += texture(normalMap0, uv0) * w.r;\n      baseNormal += texture(normalMap1, uv1) * w.g;\n    #elif LAYERS == 3\n      baseNormal += texture(normalMap0, uv0) * w.r;\n      baseNormal += texture(normalMap1, uv1) * w.g;\n      baseNormal += texture(normalMap2, uv2) * w.b;\n    #elif LAYERS == 4\n      baseNormal += texture(normalMap0, uv0) * w.r;\n      baseNormal += texture(normalMap1, uv1) * w.g;\n      baseNormal += texture(normalMap2, uv2) * w.b;\n      baseNormal += texture(normalMap3, uv3) * w.a;\n    #else\n      baseNormal = texture(normalMap0, uv0);\n    #endif\n    vec3 nmmp = baseNormal.xyz - vec3(0.5);\n    s.normal =\n      nmmp.x * normalize(v_tangent) +\n      nmmp.y * normalize(v_binormal) +\n      nmmp.z * normalize(v_normal);\n  #else\n    s.normal = v_normal;\n  #endif\n  s.albedo = vec4(SRGBToLinear(baseColor.rgb), 1.0);\n  s.occlusion = 1.0;\n  #if USE_PBR\n    s.roughness = 0.0;\n    #if LAYERS == 1\n      s.roughness = roughness.x;\n    #elif LAYERS == 2\n      s.roughness += roughness.x * w.r;\n      s.roughness += roughness.y * w.g;\n    #elif LAYERS == 3\n      s.roughness += roughness.x * w.r;\n      s.roughness += roughness.y * w.g;\n      s.roughness += roughness.z * w.b;\n    #elif LAYERS == 4\n      s.roughness += roughness.x * w.r;\n      s.roughness += roughness.y * w.g;\n      s.roughness += roughness.z * w.b;\n      s.roughness += roughness.w * w.a;\n    #else\n      s.roughness = 1.0;\n    #endif\n    s.metallic = 0.0;\n    #if LAYERS == 1\n      s.metallic = metallic.x;\n    #elif LAYERS == 2\n      s.metallic += metallic.x * w.r;\n      s.metallic += metallic.y * w.g;\n    #elif LAYERS == 3\n      s.metallic += metallic.x * w.r;\n      s.metallic += metallic.y * w.g;\n      s.metallic += metallic.z * w.b;\n    #elif LAYERS == 4\n      s.metallic += metallic.x * w.r;\n      s.metallic += metallic.y * w.g;\n      s.metallic += metallic.z * w.b;\n      s.metallic += metallic.w * w.a;\n    #else\n      s.metallic = 0.0;\n    #endif\n  #else\n    s.roughness = 1.0;\n    s.metallic = 0.0;\n  #endif\n  s.emissive = vec3(0.0, 0.0, 0.0);\n  #if USE_LIGHTMAP && !USE_BATCHING && !CC_FORWARD_ADD\n    s.lightmap = texture(lightMap, luv);\n  #else\n    s.lightmap = vec4(0.0, 0.0, 0.0, 0.0);\n  #endif\n}\nvec4 frag () {\n  StandardSurface s; surf(s);\n  vec4 color = CCStandardShading(s);\n  color = vec4(mix(CC_FORWARD_ADD > 0 ? vec3(0.0) : cc_fogColor.rgb, color.rgb, v_fog_factor), color.a);\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};\nfloat LinearFog(vec4 pos) {\n    vec4 wPos = pos;\n    float cam_dis = distance(cc_cameraPos, wPos);\n    float fogStart = cc_fogBase.x;\n    float fogEnd = cc_fogBase.y;\n    return clamp((fogEnd - cam_dis) / (fogEnd - fogStart), 0., 1.);\n}\nfloat ExpFog(vec4 pos) {\n    vec4 wPos = pos;\n    float fogAtten = cc_fogAdd.z;\n    float fogDensity = cc_fogBase.z;\n    float cam_dis = distance(cc_cameraPos, wPos) / fogAtten * 4.;\n    float f = exp(-cam_dis * fogDensity);\n    return f;\n}\nfloat ExpSquaredFog(vec4 pos) {\n    vec4 wPos = pos;\n    float fogAtten = cc_fogAdd.z;\n    float fogDensity = cc_fogBase.z;\n    float cam_dis = distance(cc_cameraPos, wPos) / fogAtten * 4.;\n    float f = exp(-cam_dis * cam_dis * fogDensity * fogDensity);\n    return f;\n}\nfloat LayeredFog(vec4 pos) {\n    vec4 wPos = pos;\n    float fogAtten = cc_fogAdd.z;\n    float _FogTop = cc_fogAdd.x;\n    float _FogRange = cc_fogAdd.y;\n    vec3 camWorldProj = cc_cameraPos.xyz;\n    camWorldProj.y = 0.;\n    vec3 worldPosProj = wPos.xyz;\n    worldPosProj.y = 0.;\n    float fDeltaD = distance(worldPosProj, camWorldProj) / fogAtten * 2.0;\n    float fDeltaY, fDensityIntegral;\n    if (cc_cameraPos.y > _FogTop) {\n        if (wPos.y < _FogTop) {\n            fDeltaY = (_FogTop - wPos.y) / _FogRange * 2.0;\n            fDensityIntegral = fDeltaY * fDeltaY * 0.5;\n        } else {\n            fDeltaY = 0.;\n            fDensityIntegral = 0.;\n        }\n    } else {\n        if (wPos.y < _FogTop) {\n            float fDeltaA = (_FogTop - cc_cameraPos.y) / _FogRange * 2.;\n            float fDeltaB = (_FogTop - wPos.y) / _FogRange * 2.;\n            fDeltaY = abs(fDeltaA - fDeltaB);\n            fDensityIntegral = abs((fDeltaA * fDeltaA * 0.5) - (fDeltaB * fDeltaB * 0.5));\n        } else {\n            fDeltaY = abs(_FogTop - cc_cameraPos.y) / _FogRange * 2.;\n            fDensityIntegral = abs(fDeltaY * fDeltaY * 0.5);\n        }\n    }\n    float fDensity;\n    if (fDeltaY != 0.) {\n        fDensity = (sqrt(1.0 + ((fDeltaD / fDeltaY) * (fDeltaD / fDeltaY)))) * fDensityIntegral;\n    } else {\n        fDensity = 0.;\n    }\n    float f = exp(-fDensity);\n    return f;\n}\nfloat CC_TRANSFER_FOG(vec4 pos) {\n    #if CC_USE_FOG == 0\n        return LinearFog(pos);\n\t#elif CC_USE_FOG == 1\n        return ExpFog(pos);\n    #elif CC_USE_FOG == 2\n        return ExpSquaredFog(pos);\n    #elif CC_USE_FOG == 3\n        return LayeredFog(pos);\n    #endif\n    return 1.;\n}\nout highp vec4 v_shadowPos;\nlayout(std140) uniform CCShadow {\n  highp mat4 cc_matLightPlaneProj;\n  highp mat4 cc_matLightViewProj;\n  lowp  vec4 cc_shadowColor;\n  lowp  vec4 cc_shadowInfo;\n};\nin vec3 a_position;\nin vec3 a_normal;\nin vec2 a_texCoord;\nout highp vec3 v_position;\nout mediump vec3 v_normal;\n#if USE_NORMALMAP\n  out mediump vec3 v_tangent;\n  out mediump vec3 v_binormal;\n#endif\nout mediump vec2 uvw;\nout mediump vec2 uv0;\nout mediump vec2 uv1;\nout mediump vec2 uv2;\nout mediump vec2 uv3;\nout mediump vec2 luv;\nout mediump vec3 diffuse;\nout mediump float v_fog_factor;\nlayout(std140) uniform TexCoords {\n  vec4 UVScale;\n  vec4 lightMapUVParam;\n};\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  vec4 pos = vec4(worldPos, 1.0);\n  pos = cc_matViewProj * pos;\n  uvw = a_texCoord;\n  uv0 = a_position.xz * UVScale.x;\n  uv1 = a_position.xz * UVScale.y;\n  uv2 = a_position.xz * UVScale.z;\n  uv3 = a_position.xz * UVScale.w;\n  #if USE_LIGHTMAP\n    luv = lightMapUVParam.xy + a_texCoord * lightMapUVParam.zw;\n  #endif\n  v_position = worldPos;\n  v_normal = a_normal;\n  v_fog_factor = CC_TRANSFER_FOG(vec4(worldPos, 1.0));\n  #if USE_NORMALMAP\n    v_tangent = vec3(1.0, 0.0, 0.0);\n    v_binormal = vec3(0.0, 0.0, 1.0);\n    v_binormal = cross(v_tangent, a_normal);\n    v_tangent = cross(a_normal, v_binormal);\n  #endif\n    v_shadowPos = cc_matLightViewProj * vec4(worldPos, 1.0);\n  return pos;\n}\nvoid main() { gl_Position = vert(); }",
        "frag": "\nprecision highp float;\nlayout(std140) uniform CCGlobal {\n  highp   vec4 cc_time;\n  mediump vec4 cc_screenSize;\n  mediump vec4 cc_nativeSize;\n};\nlayout(std140) uniform CCCamera {\n  highp   mat4 cc_matView;\n  highp   mat4 cc_matViewInv;\n  highp   mat4 cc_matProj;\n  highp   mat4 cc_matProjInv;\n  highp   mat4 cc_matViewProj;\n  highp   mat4 cc_matViewProjInv;\n  highp   vec4 cc_cameraPos;\n  mediump vec4 cc_screenScale;\n  mediump vec4 cc_exposure;\n  mediump vec4 cc_mainLitDir;\n  mediump vec4 cc_mainLitColor;\n  mediump vec4 cc_ambientSky;\n  mediump vec4 cc_ambientGround;\n  mediump vec4 cc_fogColor;\n  mediump vec4 cc_fogBase;\n  mediump vec4 cc_fogAdd;\n};\nlayout(std140) uniform CCShadow {\n  highp mat4 cc_matLightPlaneProj;\n  highp mat4 cc_matLightViewProj;\n  lowp  vec4 cc_shadowColor;\n  lowp  vec4 cc_shadowInfo;\n};\n#if CC_USE_IBL\nuniform samplerCube cc_environment;\nvec3 unpackRGBE (vec4 rgbe) {\n  return rgbe.rgb * pow(2.0, rgbe.a * 255.0 - 128.0);\n}\nvec4 fragTextureLod (sampler2D tex, vec2 coord, float lod) {\n    return textureLod(tex, coord, lod);\n}\nvec4 fragTextureLod (samplerCube tex, vec3 coord, float lod) {\n    return textureLod(tex, coord, lod);\n}\n#endif\n#if CC_RECEIVE_SHADOW\nin highp vec4 v_shadowPos;\n#if CC_RECEIVE_SHADOW\n  uniform sampler2D cc_shadowMap;\n  uniform sampler2D cc_spotLightingMap;\n  float CCGetShadowFactorX1 () {\n    vec3 clipPos = v_shadowPos.xyz / v_shadowPos.w * 0.5 + 0.5;\n    if (clipPos.x < 0.0 || clipPos.x > 1.0 ||\n        clipPos.y < 0.0 || clipPos.y > 1.0 ||\n        clipPos.z <-1.0 || clipPos.z > 1.0) { return 0.0; }\n    float closestDepth = dot(texture(cc_shadowMap, clipPos.xy), vec4(1.0, 1.0 / 255.0, 1.0 / 65025.0, 1.0 / 160581375.0));\n    float shadow = step(closestDepth, clipPos.z - cc_shadowInfo.w);\n    return shadow;\n  }\n  float CCGetShadowFactorX5 () {\n    vec3 clipPos = v_shadowPos.xyz / v_shadowPos.w * 0.5 + 0.5;\n    if (clipPos.x < 0.0 || clipPos.x > 1.0 ||\n        clipPos.y < 0.0 || clipPos.y > 1.0 ||\n        clipPos.z <-1.0 || clipPos.z > 1.0) { return 0.0; }\n    float offsetx = 1.0 / cc_shadowInfo.x;\n    float offsety = 1.0 / cc_shadowInfo.y;\n    float shadow = 0.0;\n    float closestDepth = 0.0;\n    closestDepth = dot(texture(cc_shadowMap, vec2(clipPos.x - offsetx, clipPos.y - offsety)), vec4(1.0, 1.0 / 255.0, 1.0 / 65025.0, 1.0 / 160581375.0));\n    shadow += step(closestDepth, clipPos.z - cc_shadowInfo.w);\n    closestDepth = dot(texture(cc_shadowMap, vec2(clipPos.x - offsetx, clipPos.y + offsety)), vec4(1.0, 1.0 / 255.0, 1.0 / 65025.0, 1.0 / 160581375.0));\n    shadow += step(closestDepth, clipPos.z - cc_shadowInfo.w);\n    closestDepth = dot(texture(cc_shadowMap, vec2(clipPos.x, clipPos.y)), vec4(1.0, 1.0 / 255.0, 1.0 / 65025.0, 1.0 / 160581375.0));\n    shadow += step(closestDepth, clipPos.z - cc_shadowInfo.w);\n    closestDepth = dot(texture(cc_shadowMap, vec2(clipPos.x + offsetx, clipPos.y - offsety)), vec4(1.0, 1.0 / 255.0, 1.0 / 65025.0, 1.0 / 160581375.0));\n    shadow += step(closestDepth, clipPos.z - cc_shadowInfo.w);\n    closestDepth = dot(texture(cc_shadowMap, vec2(clipPos.x + offsetx, clipPos.y + offsety)), vec4(1.0, 1.0 / 255.0, 1.0 / 65025.0, 1.0 / 160581375.0));\n    shadow += step(closestDepth, clipPos.z - cc_shadowInfo.w);\n    return shadow / 5.0;\n  }\n  float CCGetShadowFactorX9 () {\n    vec3 clipPos = v_shadowPos.xyz / v_shadowPos.w * 0.5 + 0.5;\n    if (clipPos.x < 0.0 || clipPos.x > 1.0 ||\n        clipPos.y < 0.0 || clipPos.y > 1.0 ||\n        clipPos.z <-1.0 || clipPos.z > 1.0) { return 0.0; }\n    float offsetx = 1.0 / cc_shadowInfo.x;\n    float offsety = 1.0 / cc_shadowInfo.y;\n    float shadow = 0.0;\n    for (int i = -1; i <= 1; i++) {\n      for (int j = -1; j <= 1; j++) {\n        float closestDepth = dot(texture(cc_shadowMap, clipPos.xy + vec2(i, j) * vec2(offsetx, offsety)), vec4(1.0, 1.0 / 255.0, 1.0 / 65025.0, 1.0 / 160581375.0));\n        shadow += step(closestDepth, clipPos.z - cc_shadowInfo.w);\n      }\n    }\n    return shadow / 9.0;\n  }\n  float CCGetShadowFactorX25 () {\n    vec3 clipPos = v_shadowPos.xyz / v_shadowPos.w * 0.5 + 0.5;\n    if (clipPos.x < 0.0 || clipPos.x > 1.0 ||\n        clipPos.y < 0.0 || clipPos.y > 1.0 ||\n        clipPos.z <-1.0 || clipPos.z > 1.0) { return 0.0; }\n    float offsetx = 1.0 / cc_shadowInfo.x;\n    float offsety = 1.0 / cc_shadowInfo.y;\n    float shadow = 0.0;\n    for (int i = -2; i <= 2; i++) {\n      for (int j = -2; j <= 2; j++) {\n        float closestDepth = dot(texture(cc_shadowMap, clipPos.xy + vec2(i, j) * vec2(offsetx, offsety)), vec4(1.0, 1.0 / 255.0, 1.0 / 65025.0, 1.0 / 160581375.0));\n        shadow += step(closestDepth, clipPos.z - cc_shadowInfo.w);\n      }\n    }\n    return shadow / 25.0;\n  }\n  float CCGetDirLightShadowFactorX1 () {\n    vec3 clipPos = v_shadowPos.xyz / v_shadowPos.w * 0.5 + 0.5;\n    if (clipPos.x < 0.0 || clipPos.x > 1.0 ||\n        clipPos.y < 0.0 || clipPos.y > 1.0 ||\n        clipPos.z <-1.0 || clipPos.z > 1.0) { return 0.0; }\n    float closestDepth = dot(texture(cc_spotLightingMap, clipPos.xy), vec4(1.0, 1.0 / 255.0, 1.0 / 65025.0, 1.0 / 160581375.0));\n    float shadow = step(closestDepth, clipPos.z - cc_shadowInfo.w);\n    return shadow;\n  }\n  float CCGetDirLightShadowFactorX5 () {\n    vec3 clipPos = v_shadowPos.xyz / v_shadowPos.w * 0.5 + 0.5;\n    if (clipPos.x < 0.0 || clipPos.x > 1.0 ||\n        clipPos.y < 0.0 || clipPos.y > 1.0 ||\n        clipPos.z <-1.0 || clipPos.z > 1.0) { return 0.0; }\n    float offsetx = 1.0 / cc_shadowInfo.x;\n    float offsety = 1.0 / cc_shadowInfo.y;\n    float shadow = 0.0;\n    float closestDepth = 0.0;\n    closestDepth = dot(texture(cc_spotLightingMap, vec2(clipPos.x - offsetx, clipPos.y - offsety)), vec4(1.0, 1.0 / 255.0, 1.0 / 65025.0, 1.0 / 160581375.0));\n    shadow += step(closestDepth, clipPos.z - cc_shadowInfo.w);\n    closestDepth = dot(texture(cc_spotLightingMap, vec2(clipPos.x - offsetx, clipPos.y + offsety)), vec4(1.0, 1.0 / 255.0, 1.0 / 65025.0, 1.0 / 160581375.0));\n    shadow += step(closestDepth, clipPos.z - cc_shadowInfo.w);\n    closestDepth = dot(texture(cc_spotLightingMap, vec2(clipPos.x, clipPos.y)), vec4(1.0, 1.0 / 255.0, 1.0 / 65025.0, 1.0 / 160581375.0));\n    shadow += step(closestDepth, clipPos.z - cc_shadowInfo.w);\n    closestDepth = dot(texture(cc_spotLightingMap, vec2(clipPos.x + offsetx, clipPos.y - offsety)), vec4(1.0, 1.0 / 255.0, 1.0 / 65025.0, 1.0 / 160581375.0));\n    shadow += step(closestDepth, clipPos.z - cc_shadowInfo.w);\n    closestDepth = dot(texture(cc_spotLightingMap, vec2(clipPos.x + offsetx, clipPos.y + offsety)), vec4(1.0, 1.0 / 255.0, 1.0 / 65025.0, 1.0 / 160581375.0));\n    return shadow / 5.0;\n  }\n  float CCGetDirLightShadowFactorX9 () {\n    vec3 clipPos = v_shadowPos.xyz / v_shadowPos.w * 0.5 + 0.5;\n    if (clipPos.x < 0.0 || clipPos.x > 1.0 ||\n        clipPos.y < 0.0 || clipPos.y > 1.0 ||\n        clipPos.z <-1.0 || clipPos.z > 1.0) { return 0.0; }\n    float offsetx = 1.0 / cc_shadowInfo.x;\n    float offsety = 1.0 / cc_shadowInfo.y;\n    float shadow = 0.0;\n    for (int i = -1; i <= 1; i++) {\n      for (int j = -1; j <= 1; j++) {\n        float closestDepth = dot(texture(cc_spotLightingMap, clipPos.xy + vec2(i, j) * vec2(offsetx, offsety)), vec4(1.0, 1.0 / 255.0, 1.0 / 65025.0, 1.0 / 160581375.0));\n        shadow += step(closestDepth, clipPos.z - cc_shadowInfo.w);\n      }\n    }\n    return shadow / 9.0;\n  }\n  float CCGetDirLightShadowFactorX25 () {\n    vec3 clipPos = v_shadowPos.xyz / v_shadowPos.w * 0.5 + 0.5;\n    if (clipPos.x < 0.0 || clipPos.x > 1.0 ||\n        clipPos.y < 0.0 || clipPos.y > 1.0 ||\n        clipPos.z <-1.0 || clipPos.z > 1.0) { return 0.0; }\n    float offsetx = 1.0 / cc_shadowInfo.x;\n    float offsety = 1.0 / cc_shadowInfo.y;\n    float shadow = 0.0;\n    for (int i = -2; i <= 2; i++) {\n      for (int j = -2; j <= 2; j++) {\n        float closestDepth = dot(texture(cc_spotLightingMap, clipPos.xy + vec2(i, j) * vec2(offsetx, offsety)), vec4(1.0, 1.0 / 255.0, 1.0 / 65025.0, 1.0 / 160581375.0));\n        shadow += step(closestDepth, clipPos.z - cc_shadowInfo.w);\n      }\n    }\n    return shadow / 25.0;\n  }\n#endif\n#endif\nvec3 SRGBToLinear (vec3 gamma) {\n  return gamma * gamma;\n}\nfloat GGXMobile (float roughness, float NoH, vec3 H, vec3 N) {\n  vec3 NxH = cross(N, H);\n  float OneMinusNoHSqr = dot(NxH, NxH);\n  float a = roughness * roughness;\n  float n = NoH * a;\n  float p = a / (OneMinusNoHSqr + n * n);\n  return p * p;\n}\nfloat CalcSpecular (float roughness, float NoH, vec3 H, vec3 N) {\n  return (roughness*0.25 + 0.25) * GGXMobile(roughness, NoH, H, N);\n}\nvec3 BRDFApprox (vec3 specular, float roughness, float NoV) {\n  const vec4 c0 = vec4(-1.0, -0.0275, -0.572, 0.022);\n  const vec4 c1 = vec4(1.0, 0.0425, 1.04, -0.04);\n  vec4 r = roughness * c0 + c1;\n  float a004 = min( r.x * r.x, exp2( -9.28 * NoV ) ) * r.x + r.y;\n  vec2 AB = vec2( -1.04, 1.04 ) * a004 + r.zw;\n  AB.y *= clamp(50.0 * specular.g, 0.0, 1.0);\n  return specular * AB.x + AB.y;\n}\nstruct StandardSurface {\n  vec4 albedo;\n  vec3 position;\n  vec3 normal;\n  vec3 emissive;\n  vec4 lightmap;\n  float roughness;\n  float metallic;\n  float occlusion;\n};\n#if CC_FORWARD_ADD\nlayout(std140) uniform CCForwardLight {\n  highp vec4 cc_lightPos[1];\n  vec4 cc_lightColor[1];\n  vec4 cc_lightSizeRangeAngle[1];\n  vec4 cc_lightDir[1];\n};\nfloat SmoothDistAtt (float distSqr, float invSqrAttRadius) {\n  float factor = distSqr * invSqrAttRadius;\n  float smoothFactor = clamp(1.0 - factor * factor, 0.0, 1.0);\n  return smoothFactor * smoothFactor;\n}\nfloat GetDistAtt (float distSqr, float invSqrAttRadius) {\n  float attenuation = 1.0 / max(distSqr, 0.01*0.01);\n  attenuation *= SmoothDistAtt(distSqr , invSqrAttRadius);\n  return attenuation;\n}\nfloat GetAngleAtt (vec3 L, vec3 litDir, float litAngleScale, float litAngleOffset) {\n  float cd = dot(litDir, L);\n  float attenuation = clamp(cd * litAngleScale + litAngleOffset, 0.0, 1.0);\n  return (attenuation * attenuation);\n}\n  vec4 CCStandardShading (StandardSurface s) {\n    vec3 diffuse = s.albedo.rgb * (1.0 - s.metallic);\n    vec3 specular = mix(vec3(0.04), s.albedo.rgb, s.metallic);\n    vec3 diffuseContrib = diffuse / 3.14159265359;\n    vec3 N = normalize(s.normal);\n    vec3 V = normalize(cc_cameraPos.xyz - s.position);\n    float NV = max(abs(dot(N, V)), 0.001);\n    specular = BRDFApprox(specular, s.roughness, NV);\n    vec3 finalColor = vec3(0.0);\n    for (int i = 0; i < 1; i++) {\n      vec3 SLU = cc_lightPos[i].xyz - s.position;\n      vec3 SL = normalize(SLU);\n      vec3 SH = normalize(SL + V);\n      float SNL = max(dot(N, SL), 0.001);\n      float SNH = max(dot(N, SH), 0.0);\n      float distSqr = dot(SLU, SLU);\n      float litRadius = cc_lightSizeRangeAngle[i].x;\n      float litRadiusSqr = litRadius * litRadius;\n      float illum = 3.14159265359 * (litRadiusSqr / max(litRadiusSqr , distSqr));\n      float attRadiusSqrInv = 1.0 / max(cc_lightSizeRangeAngle[i].y, 0.01);\n      attRadiusSqrInv *= attRadiusSqrInv;\n      float att = GetDistAtt(distSqr, attRadiusSqrInv);\n      vec3 lspec = specular * CalcSpecular(s.roughness, SNH, SH, N);\n      if (cc_lightPos[i].w > 0.0) {\n        float cosInner = max(dot(-cc_lightDir[i].xyz, SL), 0.01);\n        float cosOuter = cc_lightSizeRangeAngle[i].z;\n        float litAngleScale = 1.0 / max(0.001, cosInner - cosOuter);\n        float litAngleOffset = -cosOuter * litAngleScale;\n        att *= GetAngleAtt(SL, -cc_lightDir[i].xyz, litAngleScale, litAngleOffset);\n      }\n      vec3 lightColor = cc_lightColor[i].rgb;\n    #if CC_RECEIVE_SHADOW\n      if (cc_lightPos[i].w > 0.0) {\n    {\n      float pcf = cc_shadowInfo.z + 0.001;\n      float shadowAttenuation = 0.0;\n      if (pcf > 3.0) shadowAttenuation = CCGetDirLightShadowFactorX25();\n      else if (3.0 > pcf && pcf > 2.0) shadowAttenuation = CCGetDirLightShadowFactorX9();\n      else if (2.0 > pcf && pcf > 1.0) shadowAttenuation = CCGetDirLightShadowFactorX5();\n      else shadowAttenuation = CCGetDirLightShadowFactorX1();\n      lightColor *= 1.0 - shadowAttenuation;\n    }\n      }\n    #endif\n      finalColor += SNL * lightColor * cc_lightColor[i].w * illum * att * (diffuseContrib + lspec);\n    }\n    finalColor = finalColor * s.occlusion;\n    return vec4(finalColor, 0.0);\n  }\n#else\n  vec4 CCStandardShading (StandardSurface s) {\n    vec3 diffuse = s.albedo.rgb * (1.0 - s.metallic);\n    vec3 specular = mix(vec3(0.04), s.albedo.rgb, s.metallic);\n    vec3 N = normalize(s.normal);\n    vec3 V = normalize(cc_cameraPos.xyz - s.position);\n    float NV = max(abs(dot(N, V)), 0.001);\n    specular = BRDFApprox(specular, s.roughness, NV);\n    vec3 L = normalize(-cc_mainLitDir.xyz);\n    vec3 H = normalize(L+V);\n    float NH = max(dot(N, H), 0.0);\n    float NL = max(dot(N, L), 0.001);\n    vec3 finalColor = NL * cc_mainLitColor.rgb * cc_mainLitColor.w;\n    #if USE_LIGHTMAP && !USE_BATCHING && !CC_FORWARD_ADD\n      finalColor = s.lightmap.a * s.lightmap.rgb + (1.0 - s.lightmap.a) * finalColor;\n    #endif\n    vec3 diffuseContrib = diffuse / 3.14159265359;\n    vec3 specularContrib = specular * CalcSpecular(s.roughness, NH, H, N);\n    finalColor *= (diffuseContrib + specularContrib);\n    float fAmb = 0.5 - N.y * 0.5;\n    vec3 ambDiff = mix(cc_ambientSky.rgb, cc_ambientGround.rgb, fAmb) * cc_ambientSky.w;\n    finalColor += (ambDiff.rgb * diffuse);\n    #if CC_USE_IBL\n      vec3 R = normalize(reflect(-V, N));\n      vec4 envmap = fragTextureLod(cc_environment, R, s.roughness * cc_ambientGround.w);\n      #if CC_USE_IBL == 2\n        vec3 env = unpackRGBE(envmap);\n      #else\n        vec3 env = SRGBToLinear(envmap.rgb);\n      #endif\n      finalColor += env * cc_ambientSky.w * specular;\n    #endif\n    finalColor = finalColor * s.occlusion;\n    #if CC_USE_HDR\n      s.emissive *= cc_exposure.w;\n    #endif\n    finalColor += s.emissive;\n    #if CC_RECEIVE_SHADOW\n    {\n      float pcf = cc_shadowInfo.z + 0.001;\n      float shadowAttenuation = 0.0;\n      if (pcf > 3.0) shadowAttenuation = CCGetShadowFactorX25();\n      else if (3.0 > pcf && pcf > 2.0) shadowAttenuation = CCGetShadowFactorX9();\n      else if (2.0 > pcf && pcf > 1.0) shadowAttenuation = CCGetShadowFactorX5();\n      else shadowAttenuation = CCGetShadowFactorX1();\n      vec3 shadowColor = cc_shadowColor.rgb * cc_shadowColor.a + finalColor.rgb * (1.0 - cc_shadowColor.a);\n      finalColor.rgb = shadowColor.rgb * shadowAttenuation * NL + finalColor.rgb * (1.0 - shadowAttenuation * NL);\n    }\n    #endif\n    return vec4(finalColor, s.albedo.a);\n  }\n#endif\nvec3 ACESToneMap (vec3 color) {\n  color = min(color, vec3(8.0));\n  const float A = 2.51;\n  const float B = 0.03;\n  const float C = 2.43;\n  const float D = 0.59;\n  const float E = 0.14;\n  return (color * (A * color + B)) / (color * (C * color + D) + E);\n}\nvec4 CCFragOutput (vec4 color) {\n  #if !CC_USE_HDR\n    color.rgb = sqrt(ACESToneMap(color.rgb));\n  #endif\n  return color;\n}\nin highp vec3 v_position;\nin mediump vec3 v_normal;\n#if USE_NORMALMAP\n  in mediump vec3 v_tangent;\n  in mediump vec3 v_binormal;\n#endif\nin mediump vec2 uvw;\nin mediump vec2 uv0;\nin mediump vec2 uv1;\nin mediump vec2 uv2;\nin mediump vec2 uv3;\nin mediump vec3 diffuse;\nin mediump vec2 luv;\nin mediump float v_fog_factor;\nlayout(std140) uniform PbrParams {\n  vec4 metallic;\n  vec4 roughness;\n};\nuniform sampler2D weightMap;\nuniform sampler2D detailMap0;\nuniform sampler2D detailMap1;\nuniform sampler2D detailMap2;\nuniform sampler2D detailMap3;\nuniform sampler2D normalMap0;\nuniform sampler2D normalMap1;\nuniform sampler2D normalMap2;\nuniform sampler2D normalMap3;\nuniform sampler2D lightMap;\nvoid surf (out StandardSurface s) {\n  #if LAYERS > 1\n    vec4 w = texture(weightMap, uvw);\n  #endif\n  vec4 baseColor = vec4(0, 0, 0, 0);\n  #if LAYERS == 1\n    baseColor = texture(detailMap0, uv0);\n  #elif LAYERS == 2\n    baseColor += texture(detailMap0, uv0) * w.r;\n    baseColor += texture(detailMap1, uv1) * w.g;\n  #elif LAYERS == 3\n    baseColor += texture(detailMap0, uv0) * w.r;\n    baseColor += texture(detailMap1, uv1) * w.g;\n    baseColor += texture(detailMap2, uv2) * w.b;\n  #elif LAYERS == 4\n    baseColor += texture(detailMap0, uv0) * w.r;\n    baseColor += texture(detailMap1, uv1) * w.g;\n    baseColor += texture(detailMap2, uv2) * w.b;\n    baseColor += texture(detailMap3, uv3) * w.a;\n  #else\n    baseColor = texture(detailMap0, uv0);\n  #endif\n  s.position = v_position;\n  #if USE_NORMALMAP\n    vec4 baseNormal = vec4(0, 0, 0, 0);\n    #if LAYERS == 1\n      baseNormal = texture(normalMap0, uv0);\n    #elif LAYERS == 2\n      baseNormal += texture(normalMap0, uv0) * w.r;\n      baseNormal += texture(normalMap1, uv1) * w.g;\n    #elif LAYERS == 3\n      baseNormal += texture(normalMap0, uv0) * w.r;\n      baseNormal += texture(normalMap1, uv1) * w.g;\n      baseNormal += texture(normalMap2, uv2) * w.b;\n    #elif LAYERS == 4\n      baseNormal += texture(normalMap0, uv0) * w.r;\n      baseNormal += texture(normalMap1, uv1) * w.g;\n      baseNormal += texture(normalMap2, uv2) * w.b;\n      baseNormal += texture(normalMap3, uv3) * w.a;\n    #else\n      baseNormal = texture(normalMap0, uv0);\n    #endif\n    vec3 nmmp = baseNormal.xyz - vec3(0.5);\n    s.normal =\n      nmmp.x * normalize(v_tangent) +\n      nmmp.y * normalize(v_binormal) +\n      nmmp.z * normalize(v_normal);\n  #else\n    s.normal = v_normal;\n  #endif\n  s.albedo = vec4(SRGBToLinear(baseColor.rgb), 1.0);\n  s.occlusion = 1.0;\n  #if USE_PBR\n    s.roughness = 0.0;\n    #if LAYERS == 1\n      s.roughness = roughness.x;\n    #elif LAYERS == 2\n      s.roughness += roughness.x * w.r;\n      s.roughness += roughness.y * w.g;\n    #elif LAYERS == 3\n      s.roughness += roughness.x * w.r;\n      s.roughness += roughness.y * w.g;\n      s.roughness += roughness.z * w.b;\n    #elif LAYERS == 4\n      s.roughness += roughness.x * w.r;\n      s.roughness += roughness.y * w.g;\n      s.roughness += roughness.z * w.b;\n      s.roughness += roughness.w * w.a;\n    #else\n      s.roughness = 1.0;\n    #endif\n    s.metallic = 0.0;\n    #if LAYERS == 1\n      s.metallic = metallic.x;\n    #elif LAYERS == 2\n      s.metallic += metallic.x * w.r;\n      s.metallic += metallic.y * w.g;\n    #elif LAYERS == 3\n      s.metallic += metallic.x * w.r;\n      s.metallic += metallic.y * w.g;\n      s.metallic += metallic.z * w.b;\n    #elif LAYERS == 4\n      s.metallic += metallic.x * w.r;\n      s.metallic += metallic.y * w.g;\n      s.metallic += metallic.z * w.b;\n      s.metallic += metallic.w * w.a;\n    #else\n      s.metallic = 0.0;\n    #endif\n  #else\n    s.roughness = 1.0;\n    s.metallic = 0.0;\n  #endif\n  s.emissive = vec3(0.0, 0.0, 0.0);\n  #if USE_LIGHTMAP && !USE_BATCHING && !CC_FORWARD_ADD\n    s.lightmap = texture(lightMap, luv);\n  #else\n    s.lightmap = vec4(0.0, 0.0, 0.0, 0.0);\n  #endif\n}\nvec4 frag () {\n  StandardSurface s; surf(s);\n  vec4 color = CCStandardShading(s);\n  color = vec4(mix(CC_FORWARD_ADD > 0 ? vec3(0.0) : cc_fogColor.rgb, color.rgb, v_fog_factor), color.a);\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 vec4 cc_cameraPos;\nuniform mediump vec4 cc_fogBase;\nuniform mediump vec4 cc_fogAdd;\nuniform highp mat4 cc_matWorld;\nfloat LinearFog(vec4 pos) {\n    vec4 wPos = pos;\n    float cam_dis = distance(cc_cameraPos, wPos);\n    float fogStart = cc_fogBase.x;\n    float fogEnd = cc_fogBase.y;\n    return clamp((fogEnd - cam_dis) / (fogEnd - fogStart), 0., 1.);\n}\nfloat ExpFog(vec4 pos) {\n    vec4 wPos = pos;\n    float fogAtten = cc_fogAdd.z;\n    float fogDensity = cc_fogBase.z;\n    float cam_dis = distance(cc_cameraPos, wPos) / fogAtten * 4.;\n    float f = exp(-cam_dis * fogDensity);\n    return f;\n}\nfloat ExpSquaredFog(vec4 pos) {\n    vec4 wPos = pos;\n    float fogAtten = cc_fogAdd.z;\n    float fogDensity = cc_fogBase.z;\n    float cam_dis = distance(cc_cameraPos, wPos) / fogAtten * 4.;\n    float f = exp(-cam_dis * cam_dis * fogDensity * fogDensity);\n    return f;\n}\nfloat LayeredFog(vec4 pos) {\n    vec4 wPos = pos;\n    float fogAtten = cc_fogAdd.z;\n    float _FogTop = cc_fogAdd.x;\n    float _FogRange = cc_fogAdd.y;\n    vec3 camWorldProj = cc_cameraPos.xyz;\n    camWorldProj.y = 0.;\n    vec3 worldPosProj = wPos.xyz;\n    worldPosProj.y = 0.;\n    float fDeltaD = distance(worldPosProj, camWorldProj) / fogAtten * 2.0;\n    float fDeltaY, fDensityIntegral;\n    if (cc_cameraPos.y > _FogTop) {\n        if (wPos.y < _FogTop) {\n            fDeltaY = (_FogTop - wPos.y) / _FogRange * 2.0;\n            fDensityIntegral = fDeltaY * fDeltaY * 0.5;\n        } else {\n            fDeltaY = 0.;\n            fDensityIntegral = 0.;\n        }\n    } else {\n        if (wPos.y < _FogTop) {\n            float fDeltaA = (_FogTop - cc_cameraPos.y) / _FogRange * 2.;\n            float fDeltaB = (_FogTop - wPos.y) / _FogRange * 2.;\n            fDeltaY = abs(fDeltaA - fDeltaB);\n            fDensityIntegral = abs((fDeltaA * fDeltaA * 0.5) - (fDeltaB * fDeltaB * 0.5));\n        } else {\n            fDeltaY = abs(_FogTop - cc_cameraPos.y) / _FogRange * 2.;\n            fDensityIntegral = abs(fDeltaY * fDeltaY * 0.5);\n        }\n    }\n    float fDensity;\n    if (fDeltaY != 0.) {\n        fDensity = (sqrt(1.0 + ((fDeltaD / fDeltaY) * (fDeltaD / fDeltaY)))) * fDensityIntegral;\n    } else {\n        fDensity = 0.;\n    }\n    float f = exp(-fDensity);\n    return f;\n}\nfloat CC_TRANSFER_FOG(vec4 pos) {\n    #if CC_USE_FOG == 0\n        return LinearFog(pos);\n\t#elif CC_USE_FOG == 1\n        return ExpFog(pos);\n    #elif CC_USE_FOG == 2\n        return ExpSquaredFog(pos);\n    #elif CC_USE_FOG == 3\n        return LayeredFog(pos);\n    #endif\n    return 1.;\n}\nvarying highp vec4 v_shadowPos;\nuniform highp mat4 cc_matLightViewProj;\nattribute vec3 a_position;\nattribute vec3 a_normal;\nattribute vec2 a_texCoord;\nvarying highp vec3 v_position;\nvarying mediump vec3 v_normal;\n#if USE_NORMALMAP\n  varying mediump vec3 v_tangent;\n  varying mediump vec3 v_binormal;\n#endif\nvarying mediump vec2 uvw;\nvarying mediump vec2 uv0;\nvarying mediump vec2 uv1;\nvarying mediump vec2 uv2;\nvarying mediump vec2 uv3;\nvarying mediump vec2 luv;\nvarying mediump vec3 diffuse;\nvarying mediump float v_fog_factor;\nuniform vec4 UVScale;\nuniform vec4 lightMapUVParam;\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  vec4 pos = vec4(worldPos, 1.0);\n  pos = cc_matViewProj * pos;\n  uvw = a_texCoord;\n  uv0 = a_position.xz * UVScale.x;\n  uv1 = a_position.xz * UVScale.y;\n  uv2 = a_position.xz * UVScale.z;\n  uv3 = a_position.xz * UVScale.w;\n  #if USE_LIGHTMAP\n    luv = lightMapUVParam.xy + a_texCoord * lightMapUVParam.zw;\n  #endif\n  v_position = worldPos;\n  v_normal = a_normal;\n  v_fog_factor = CC_TRANSFER_FOG(vec4(worldPos, 1.0));\n  #if USE_NORMALMAP\n    v_tangent = vec3(1.0, 0.0, 0.0);\n    v_binormal = vec3(0.0, 0.0, 1.0);\n    v_binormal = cross(v_tangent, a_normal);\n    v_tangent = cross(a_normal, v_binormal);\n  #endif\n    v_shadowPos = cc_matLightViewProj * vec4(worldPos, 1.0);\n  return pos;\n}\nvoid main() { gl_Position = vert(); }",
        "frag": "\n#ifdef GL_EXT_shader_texture_lod\n#extension GL_EXT_shader_texture_lod: enable\n#endif\nprecision highp float;\nuniform highp vec4 cc_cameraPos;\nuniform mediump vec4 cc_exposure;\nuniform mediump vec4 cc_mainLitDir;\nuniform mediump vec4 cc_mainLitColor;\nuniform mediump vec4 cc_ambientSky;\nuniform mediump vec4 cc_ambientGround;\nuniform mediump vec4 cc_fogColor;\nuniform lowp vec4 cc_shadowColor;\nuniform lowp vec4 cc_shadowInfo;\n#if CC_USE_IBL\nuniform samplerCube cc_environment;\nvec3 unpackRGBE (vec4 rgbe) {\n  return rgbe.rgb * pow(2.0, rgbe.a * 255.0 - 128.0);\n}\nvec4 fragTextureLod (sampler2D tex, vec2 coord, float lod) {\n    #ifdef GL_EXT_shader_texture_lod\n      return texture2DLodEXT(tex, coord, lod);\n    #else\n      return texture2D(tex, coord, lod);\n    #endif\n}\nvec4 fragTextureLod (samplerCube tex, vec3 coord, float lod) {\n    #ifdef GL_EXT_shader_texture_lod\n      return textureCubeLodEXT(tex, coord, lod);\n    #else\n      return textureCube(tex, coord, lod);\n    #endif\n}\n#endif\n#if CC_RECEIVE_SHADOW\nvarying highp vec4 v_shadowPos;\n#if CC_RECEIVE_SHADOW\n  uniform sampler2D cc_shadowMap;\n  uniform sampler2D cc_spotLightingMap;\n  float CCGetShadowFactorX1 () {\n    vec3 clipPos = v_shadowPos.xyz / v_shadowPos.w * 0.5 + 0.5;\n    if (clipPos.x < 0.0 || clipPos.x > 1.0 ||\n        clipPos.y < 0.0 || clipPos.y > 1.0 ||\n        clipPos.z <-1.0 || clipPos.z > 1.0) { return 0.0; }\n    float closestDepth = dot(texture2D(cc_shadowMap, clipPos.xy), vec4(1.0, 1.0 / 255.0, 1.0 / 65025.0, 1.0 / 160581375.0));\n    float shadow = step(closestDepth, clipPos.z - cc_shadowInfo.w);\n    return shadow;\n  }\n  float CCGetShadowFactorX5 () {\n    vec3 clipPos = v_shadowPos.xyz / v_shadowPos.w * 0.5 + 0.5;\n    if (clipPos.x < 0.0 || clipPos.x > 1.0 ||\n        clipPos.y < 0.0 || clipPos.y > 1.0 ||\n        clipPos.z <-1.0 || clipPos.z > 1.0) { return 0.0; }\n    float offsetx = 1.0 / cc_shadowInfo.x;\n    float offsety = 1.0 / cc_shadowInfo.y;\n    float shadow = 0.0;\n    float closestDepth = 0.0;\n    closestDepth = dot(texture2D(cc_shadowMap, vec2(clipPos.x - offsetx, clipPos.y - offsety)), vec4(1.0, 1.0 / 255.0, 1.0 / 65025.0, 1.0 / 160581375.0));\n    shadow += step(closestDepth, clipPos.z - cc_shadowInfo.w);\n    closestDepth = dot(texture2D(cc_shadowMap, vec2(clipPos.x - offsetx, clipPos.y + offsety)), vec4(1.0, 1.0 / 255.0, 1.0 / 65025.0, 1.0 / 160581375.0));\n    shadow += step(closestDepth, clipPos.z - cc_shadowInfo.w);\n    closestDepth = dot(texture2D(cc_shadowMap, vec2(clipPos.x, clipPos.y)), vec4(1.0, 1.0 / 255.0, 1.0 / 65025.0, 1.0 / 160581375.0));\n    shadow += step(closestDepth, clipPos.z - cc_shadowInfo.w);\n    closestDepth = dot(texture2D(cc_shadowMap, vec2(clipPos.x + offsetx, clipPos.y - offsety)), vec4(1.0, 1.0 / 255.0, 1.0 / 65025.0, 1.0 / 160581375.0));\n    shadow += step(closestDepth, clipPos.z - cc_shadowInfo.w);\n    closestDepth = dot(texture2D(cc_shadowMap, vec2(clipPos.x + offsetx, clipPos.y + offsety)), vec4(1.0, 1.0 / 255.0, 1.0 / 65025.0, 1.0 / 160581375.0));\n    shadow += step(closestDepth, clipPos.z - cc_shadowInfo.w);\n    return shadow / 5.0;\n  }\n  float CCGetShadowFactorX9 () {\n    vec3 clipPos = v_shadowPos.xyz / v_shadowPos.w * 0.5 + 0.5;\n    if (clipPos.x < 0.0 || clipPos.x > 1.0 ||\n        clipPos.y < 0.0 || clipPos.y > 1.0 ||\n        clipPos.z <-1.0 || clipPos.z > 1.0) { return 0.0; }\n    float offsetx = 1.0 / cc_shadowInfo.x;\n    float offsety = 1.0 / cc_shadowInfo.y;\n    float shadow = 0.0;\n    for (int i = -1; i <= 1; i++) {\n      for (int j = -1; j <= 1; j++) {\n        float closestDepth = dot(texture2D(cc_shadowMap, clipPos.xy + vec2(i, j) * vec2(offsetx, offsety)), vec4(1.0, 1.0 / 255.0, 1.0 / 65025.0, 1.0 / 160581375.0));\n        shadow += step(closestDepth, clipPos.z - cc_shadowInfo.w);\n      }\n    }\n    return shadow / 9.0;\n  }\n  float CCGetShadowFactorX25 () {\n    vec3 clipPos = v_shadowPos.xyz / v_shadowPos.w * 0.5 + 0.5;\n    if (clipPos.x < 0.0 || clipPos.x > 1.0 ||\n        clipPos.y < 0.0 || clipPos.y > 1.0 ||\n        clipPos.z <-1.0 || clipPos.z > 1.0) { return 0.0; }\n    float offsetx = 1.0 / cc_shadowInfo.x;\n    float offsety = 1.0 / cc_shadowInfo.y;\n    float shadow = 0.0;\n    for (int i = -2; i <= 2; i++) {\n      for (int j = -2; j <= 2; j++) {\n        float closestDepth = dot(texture2D(cc_shadowMap, clipPos.xy + vec2(i, j) * vec2(offsetx, offsety)), vec4(1.0, 1.0 / 255.0, 1.0 / 65025.0, 1.0 / 160581375.0));\n        shadow += step(closestDepth, clipPos.z - cc_shadowInfo.w);\n      }\n    }\n    return shadow / 25.0;\n  }\n  float CCGetDirLightShadowFactorX1 () {\n    vec3 clipPos = v_shadowPos.xyz / v_shadowPos.w * 0.5 + 0.5;\n    if (clipPos.x < 0.0 || clipPos.x > 1.0 ||\n        clipPos.y < 0.0 || clipPos.y > 1.0 ||\n        clipPos.z <-1.0 || clipPos.z > 1.0) { return 0.0; }\n    float closestDepth = dot(texture2D(cc_spotLightingMap, clipPos.xy), vec4(1.0, 1.0 / 255.0, 1.0 / 65025.0, 1.0 / 160581375.0));\n    float shadow = step(closestDepth, clipPos.z - cc_shadowInfo.w);\n    return shadow;\n  }\n  float CCGetDirLightShadowFactorX5 () {\n    vec3 clipPos = v_shadowPos.xyz / v_shadowPos.w * 0.5 + 0.5;\n    if (clipPos.x < 0.0 || clipPos.x > 1.0 ||\n        clipPos.y < 0.0 || clipPos.y > 1.0 ||\n        clipPos.z <-1.0 || clipPos.z > 1.0) { return 0.0; }\n    float offsetx = 1.0 / cc_shadowInfo.x;\n    float offsety = 1.0 / cc_shadowInfo.y;\n    float shadow = 0.0;\n    float closestDepth = 0.0;\n    closestDepth = dot(texture2D(cc_spotLightingMap, vec2(clipPos.x - offsetx, clipPos.y - offsety)), vec4(1.0, 1.0 / 255.0, 1.0 / 65025.0, 1.0 / 160581375.0));\n    shadow += step(closestDepth, clipPos.z - cc_shadowInfo.w);\n    closestDepth = dot(texture2D(cc_spotLightingMap, vec2(clipPos.x - offsetx, clipPos.y + offsety)), vec4(1.0, 1.0 / 255.0, 1.0 / 65025.0, 1.0 / 160581375.0));\n    shadow += step(closestDepth, clipPos.z - cc_shadowInfo.w);\n    closestDepth = dot(texture2D(cc_spotLightingMap, vec2(clipPos.x, clipPos.y)), vec4(1.0, 1.0 / 255.0, 1.0 / 65025.0, 1.0 / 160581375.0));\n    shadow += step(closestDepth, clipPos.z - cc_shadowInfo.w);\n    closestDepth = dot(texture2D(cc_spotLightingMap, vec2(clipPos.x + offsetx, clipPos.y - offsety)), vec4(1.0, 1.0 / 255.0, 1.0 / 65025.0, 1.0 / 160581375.0));\n    shadow += step(closestDepth, clipPos.z - cc_shadowInfo.w);\n    closestDepth = dot(texture2D(cc_spotLightingMap, vec2(clipPos.x + offsetx, clipPos.y + offsety)), vec4(1.0, 1.0 / 255.0, 1.0 / 65025.0, 1.0 / 160581375.0));\n    return shadow / 5.0;\n  }\n  float CCGetDirLightShadowFactorX9 () {\n    vec3 clipPos = v_shadowPos.xyz / v_shadowPos.w * 0.5 + 0.5;\n    if (clipPos.x < 0.0 || clipPos.x > 1.0 ||\n        clipPos.y < 0.0 || clipPos.y > 1.0 ||\n        clipPos.z <-1.0 || clipPos.z > 1.0) { return 0.0; }\n    float offsetx = 1.0 / cc_shadowInfo.x;\n    float offsety = 1.0 / cc_shadowInfo.y;\n    float shadow = 0.0;\n    for (int i = -1; i <= 1; i++) {\n      for (int j = -1; j <= 1; j++) {\n        float closestDepth = dot(texture2D(cc_spotLightingMap, clipPos.xy + vec2(i, j) * vec2(offsetx, offsety)), vec4(1.0, 1.0 / 255.0, 1.0 / 65025.0, 1.0 / 160581375.0));\n        shadow += step(closestDepth, clipPos.z - cc_shadowInfo.w);\n      }\n    }\n    return shadow / 9.0;\n  }\n  float CCGetDirLightShadowFactorX25 () {\n    vec3 clipPos = v_shadowPos.xyz / v_shadowPos.w * 0.5 + 0.5;\n    if (clipPos.x < 0.0 || clipPos.x > 1.0 ||\n        clipPos.y < 0.0 || clipPos.y > 1.0 ||\n        clipPos.z <-1.0 || clipPos.z > 1.0) { return 0.0; }\n    float offsetx = 1.0 / cc_shadowInfo.x;\n    float offsety = 1.0 / cc_shadowInfo.y;\n    float shadow = 0.0;\n    for (int i = -2; i <= 2; i++) {\n      for (int j = -2; j <= 2; j++) {\n        float closestDepth = dot(texture2D(cc_spotLightingMap, clipPos.xy + vec2(i, j) * vec2(offsetx, offsety)), vec4(1.0, 1.0 / 255.0, 1.0 / 65025.0, 1.0 / 160581375.0));\n        shadow += step(closestDepth, clipPos.z - cc_shadowInfo.w);\n      }\n    }\n    return shadow / 25.0;\n  }\n#endif\n#endif\nvec3 SRGBToLinear (vec3 gamma) {\n  return gamma * gamma;\n}\nfloat GGXMobile (float roughness, float NoH, vec3 H, vec3 N) {\n  vec3 NxH = cross(N, H);\n  float OneMinusNoHSqr = dot(NxH, NxH);\n  float a = roughness * roughness;\n  float n = NoH * a;\n  float p = a / (OneMinusNoHSqr + n * n);\n  return p * p;\n}\nfloat CalcSpecular (float roughness, float NoH, vec3 H, vec3 N) {\n  return (roughness*0.25 + 0.25) * GGXMobile(roughness, NoH, H, N);\n}\nvec3 BRDFApprox (vec3 specular, float roughness, float NoV) {\n  const vec4 c0 = vec4(-1.0, -0.0275, -0.572, 0.022);\n  const vec4 c1 = vec4(1.0, 0.0425, 1.04, -0.04);\n  vec4 r = roughness * c0 + c1;\n  float a004 = min( r.x * r.x, exp2( -9.28 * NoV ) ) * r.x + r.y;\n  vec2 AB = vec2( -1.04, 1.04 ) * a004 + r.zw;\n  AB.y *= clamp(50.0 * specular.g, 0.0, 1.0);\n  return specular * AB.x + AB.y;\n}\nstruct StandardSurface {\n  vec4 albedo;\n  vec3 position;\n  vec3 normal;\n  vec3 emissive;\n  vec4 lightmap;\n  float roughness;\n  float metallic;\n  float occlusion;\n};\n#if CC_FORWARD_ADD\nuniform highp vec4 cc_lightPos[1];\nuniform vec4 cc_lightColor[1];\nuniform vec4 cc_lightSizeRangeAngle[1];\nuniform vec4 cc_lightDir[1];\nfloat SmoothDistAtt (float distSqr, float invSqrAttRadius) {\n  float factor = distSqr * invSqrAttRadius;\n  float smoothFactor = clamp(1.0 - factor * factor, 0.0, 1.0);\n  return smoothFactor * smoothFactor;\n}\nfloat GetDistAtt (float distSqr, float invSqrAttRadius) {\n  float attenuation = 1.0 / max(distSqr, 0.01*0.01);\n  attenuation *= SmoothDistAtt(distSqr , invSqrAttRadius);\n  return attenuation;\n}\nfloat GetAngleAtt (vec3 L, vec3 litDir, float litAngleScale, float litAngleOffset) {\n  float cd = dot(litDir, L);\n  float attenuation = clamp(cd * litAngleScale + litAngleOffset, 0.0, 1.0);\n  return (attenuation * attenuation);\n}\n  vec4 CCStandardShading (StandardSurface s) {\n    vec3 diffuse = s.albedo.rgb * (1.0 - s.metallic);\n    vec3 specular = mix(vec3(0.04), s.albedo.rgb, s.metallic);\n    vec3 diffuseContrib = diffuse / 3.14159265359;\n    vec3 N = normalize(s.normal);\n    vec3 V = normalize(cc_cameraPos.xyz - s.position);\n    float NV = max(abs(dot(N, V)), 0.001);\n    specular = BRDFApprox(specular, s.roughness, NV);\n    vec3 finalColor = vec3(0.0);\n    for (int i = 0; i < 1; i++) {\n      vec3 SLU = cc_lightPos[i].xyz - s.position;\n      vec3 SL = normalize(SLU);\n      vec3 SH = normalize(SL + V);\n      float SNL = max(dot(N, SL), 0.001);\n      float SNH = max(dot(N, SH), 0.0);\n      float distSqr = dot(SLU, SLU);\n      float litRadius = cc_lightSizeRangeAngle[i].x;\n      float litRadiusSqr = litRadius * litRadius;\n      float illum = 3.14159265359 * (litRadiusSqr / max(litRadiusSqr , distSqr));\n      float attRadiusSqrInv = 1.0 / max(cc_lightSizeRangeAngle[i].y, 0.01);\n      attRadiusSqrInv *= attRadiusSqrInv;\n      float att = GetDistAtt(distSqr, attRadiusSqrInv);\n      vec3 lspec = specular * CalcSpecular(s.roughness, SNH, SH, N);\n      if (cc_lightPos[i].w > 0.0) {\n        float cosInner = max(dot(-cc_lightDir[i].xyz, SL), 0.01);\n        float cosOuter = cc_lightSizeRangeAngle[i].z;\n        float litAngleScale = 1.0 / max(0.001, cosInner - cosOuter);\n        float litAngleOffset = -cosOuter * litAngleScale;\n        att *= GetAngleAtt(SL, -cc_lightDir[i].xyz, litAngleScale, litAngleOffset);\n      }\n      vec3 lightColor = cc_lightColor[i].rgb;\n    #if CC_RECEIVE_SHADOW\n      if (cc_lightPos[i].w > 0.0) {\n    {\n      float pcf = cc_shadowInfo.z + 0.001;\n      float shadowAttenuation = 0.0;\n      if (pcf > 3.0) shadowAttenuation = CCGetDirLightShadowFactorX25();\n      else if (3.0 > pcf && pcf > 2.0) shadowAttenuation = CCGetDirLightShadowFactorX9();\n      else if (2.0 > pcf && pcf > 1.0) shadowAttenuation = CCGetDirLightShadowFactorX5();\n      else shadowAttenuation = CCGetDirLightShadowFactorX1();\n      lightColor *= 1.0 - shadowAttenuation;\n    }\n      }\n    #endif\n      finalColor += SNL * lightColor * cc_lightColor[i].w * illum * att * (diffuseContrib + lspec);\n    }\n    finalColor = finalColor * s.occlusion;\n    return vec4(finalColor, 0.0);\n  }\n#else\n  vec4 CCStandardShading (StandardSurface s) {\n    vec3 diffuse = s.albedo.rgb * (1.0 - s.metallic);\n    vec3 specular = mix(vec3(0.04), s.albedo.rgb, s.metallic);\n    vec3 N = normalize(s.normal);\n    vec3 V = normalize(cc_cameraPos.xyz - s.position);\n    float NV = max(abs(dot(N, V)), 0.001);\n    specular = BRDFApprox(specular, s.roughness, NV);\n    vec3 L = normalize(-cc_mainLitDir.xyz);\n    vec3 H = normalize(L+V);\n    float NH = max(dot(N, H), 0.0);\n    float NL = max(dot(N, L), 0.001);\n    vec3 finalColor = NL * cc_mainLitColor.rgb * cc_mainLitColor.w;\n    #if USE_LIGHTMAP && !USE_BATCHING && !CC_FORWARD_ADD\n      finalColor = s.lightmap.a * s.lightmap.rgb + (1.0 - s.lightmap.a) * finalColor;\n    #endif\n    vec3 diffuseContrib = diffuse / 3.14159265359;\n    vec3 specularContrib = specular * CalcSpecular(s.roughness, NH, H, N);\n    finalColor *= (diffuseContrib + specularContrib);\n    float fAmb = 0.5 - N.y * 0.5;\n    vec3 ambDiff = mix(cc_ambientSky.rgb, cc_ambientGround.rgb, fAmb) * cc_ambientSky.w;\n    finalColor += (ambDiff.rgb * diffuse);\n    #if CC_USE_IBL\n      vec3 R = normalize(reflect(-V, N));\n      vec4 envmap = fragTextureLod(cc_environment, R, s.roughness * cc_ambientGround.w);\n      #if CC_USE_IBL == 2\n        vec3 env = unpackRGBE(envmap);\n      #else\n        vec3 env = SRGBToLinear(envmap.rgb);\n      #endif\n      finalColor += env * cc_ambientSky.w * specular;\n    #endif\n    finalColor = finalColor * s.occlusion;\n    #if CC_USE_HDR\n      s.emissive *= cc_exposure.w;\n    #endif\n    finalColor += s.emissive;\n    #if CC_RECEIVE_SHADOW\n    {\n      float pcf = cc_shadowInfo.z + 0.001;\n      float shadowAttenuation = 0.0;\n      if (pcf > 3.0) shadowAttenuation = CCGetShadowFactorX25();\n      else if (3.0 > pcf && pcf > 2.0) shadowAttenuation = CCGetShadowFactorX9();\n      else if (2.0 > pcf && pcf > 1.0) shadowAttenuation = CCGetShadowFactorX5();\n      else shadowAttenuation = CCGetShadowFactorX1();\n      vec3 shadowColor = cc_shadowColor.rgb * cc_shadowColor.a + finalColor.rgb * (1.0 - cc_shadowColor.a);\n      finalColor.rgb = shadowColor.rgb * shadowAttenuation * NL + finalColor.rgb * (1.0 - shadowAttenuation * NL);\n    }\n    #endif\n    return vec4(finalColor, s.albedo.a);\n  }\n#endif\nvec3 ACESToneMap (vec3 color) {\n  color = min(color, vec3(8.0));\n  const float A = 2.51;\n  const float B = 0.03;\n  const float C = 2.43;\n  const float D = 0.59;\n  const float E = 0.14;\n  return (color * (A * color + B)) / (color * (C * color + D) + E);\n}\nvec4 CCFragOutput (vec4 color) {\n  #if !CC_USE_HDR\n    color.rgb = sqrt(ACESToneMap(color.rgb));\n  #endif\n  return color;\n}\nvarying highp vec3 v_position;\nvarying mediump vec3 v_normal;\n#if USE_NORMALMAP\n  varying mediump vec3 v_tangent;\n  varying mediump vec3 v_binormal;\n#endif\nvarying mediump vec2 uvw;\nvarying mediump vec2 uv0;\nvarying mediump vec2 uv1;\nvarying mediump vec2 uv2;\nvarying mediump vec2 uv3;\nvarying mediump vec3 diffuse;\nvarying mediump vec2 luv;\nvarying mediump float v_fog_factor;\nuniform vec4 metallic;\nuniform vec4 roughness;\nuniform sampler2D weightMap;\nuniform sampler2D detailMap0;\nuniform sampler2D detailMap1;\nuniform sampler2D detailMap2;\nuniform sampler2D detailMap3;\nuniform sampler2D normalMap0;\nuniform sampler2D normalMap1;\nuniform sampler2D normalMap2;\nuniform sampler2D normalMap3;\nuniform sampler2D lightMap;\nvoid surf (out StandardSurface s) {\n  #if LAYERS > 1\n    vec4 w = texture2D(weightMap, uvw);\n  #endif\n  vec4 baseColor = vec4(0, 0, 0, 0);\n  #if LAYERS == 1\n    baseColor = texture2D(detailMap0, uv0);\n  #elif LAYERS == 2\n    baseColor += texture2D(detailMap0, uv0) * w.r;\n    baseColor += texture2D(detailMap1, uv1) * w.g;\n  #elif LAYERS == 3\n    baseColor += texture2D(detailMap0, uv0) * w.r;\n    baseColor += texture2D(detailMap1, uv1) * w.g;\n    baseColor += texture2D(detailMap2, uv2) * w.b;\n  #elif LAYERS == 4\n    baseColor += texture2D(detailMap0, uv0) * w.r;\n    baseColor += texture2D(detailMap1, uv1) * w.g;\n    baseColor += texture2D(detailMap2, uv2) * w.b;\n    baseColor += texture2D(detailMap3, uv3) * w.a;\n  #else\n    baseColor = texture2D(detailMap0, uv0);\n  #endif\n  s.position = v_position;\n  #if USE_NORMALMAP\n    vec4 baseNormal = vec4(0, 0, 0, 0);\n    #if LAYERS == 1\n      baseNormal = texture2D(normalMap0, uv0);\n    #elif LAYERS == 2\n      baseNormal += texture2D(normalMap0, uv0) * w.r;\n      baseNormal += texture2D(normalMap1, uv1) * w.g;\n    #elif LAYERS == 3\n      baseNormal += texture2D(normalMap0, uv0) * w.r;\n      baseNormal += texture2D(normalMap1, uv1) * w.g;\n      baseNormal += texture2D(normalMap2, uv2) * w.b;\n    #elif LAYERS == 4\n      baseNormal += texture2D(normalMap0, uv0) * w.r;\n      baseNormal += texture2D(normalMap1, uv1) * w.g;\n      baseNormal += texture2D(normalMap2, uv2) * w.b;\n      baseNormal += texture2D(normalMap3, uv3) * w.a;\n    #else\n      baseNormal = texture2D(normalMap0, uv0);\n    #endif\n    vec3 nmmp = baseNormal.xyz - vec3(0.5);\n    s.normal =\n      nmmp.x * normalize(v_tangent) +\n      nmmp.y * normalize(v_binormal) +\n      nmmp.z * normalize(v_normal);\n  #else\n    s.normal = v_normal;\n  #endif\n  s.albedo = vec4(SRGBToLinear(baseColor.rgb), 1.0);\n  s.occlusion = 1.0;\n  #if USE_PBR\n    s.roughness = 0.0;\n    #if LAYERS == 1\n      s.roughness = roughness.x;\n    #elif LAYERS == 2\n      s.roughness += roughness.x * w.r;\n      s.roughness += roughness.y * w.g;\n    #elif LAYERS == 3\n      s.roughness += roughness.x * w.r;\n      s.roughness += roughness.y * w.g;\n      s.roughness += roughness.z * w.b;\n    #elif LAYERS == 4\n      s.roughness += roughness.x * w.r;\n      s.roughness += roughness.y * w.g;\n      s.roughness += roughness.z * w.b;\n      s.roughness += roughness.w * w.a;\n    #else\n      s.roughness = 1.0;\n    #endif\n    s.metallic = 0.0;\n    #if LAYERS == 1\n      s.metallic = metallic.x;\n    #elif LAYERS == 2\n      s.metallic += metallic.x * w.r;\n      s.metallic += metallic.y * w.g;\n    #elif LAYERS == 3\n      s.metallic += metallic.x * w.r;\n      s.metallic += metallic.y * w.g;\n      s.metallic += metallic.z * w.b;\n    #elif LAYERS == 4\n      s.metallic += metallic.x * w.r;\n      s.metallic += metallic.y * w.g;\n      s.metallic += metallic.z * w.b;\n      s.metallic += metallic.w * w.a;\n    #else\n      s.metallic = 0.0;\n    #endif\n  #else\n    s.roughness = 1.0;\n    s.metallic = 0.0;\n  #endif\n  s.emissive = vec3(0.0, 0.0, 0.0);\n  #if USE_LIGHTMAP && !USE_BATCHING && !CC_FORWARD_ADD\n    s.lightmap = texture2D(lightMap, luv);\n  #else\n    s.lightmap = vec4(0.0, 0.0, 0.0, 0.0);\n  #endif\n}\nvec4 frag () {\n  StandardSurface s; surf(s);\n  vec4 color = CCStandardShading(s);\n  color = vec4(mix(CC_FORWARD_ADD > 0 ? vec3(0.0) : cc_fogColor.rgb, color.rgb, v_fog_factor), color.a);\n  return CCFragOutput(color);\n}\nvoid main() { gl_FragColor = frag(); }"
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      "name": "builtin-terrain|terrain-vs:vert|terrain-fs:frag"
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        "vert": "\nprecision highp float;\nlayout(set = 0, binding = 0) uniform CCGlobal {\n  highp   vec4 cc_time;\n  mediump vec4 cc_screenSize;\n  mediump vec4 cc_nativeSize;\n};\nlayout(set = 0, binding = 1) uniform CCCamera {\n  highp   mat4 cc_matView;\n  highp   mat4 cc_matViewInv;\n  highp   mat4 cc_matProj;\n  highp   mat4 cc_matProjInv;\n  highp   mat4 cc_matViewProj;\n  highp   mat4 cc_matViewProjInv;\n  highp   vec4 cc_cameraPos;\n  mediump vec4 cc_screenScale;\n  mediump vec4 cc_exposure;\n  mediump vec4 cc_mainLitDir;\n  mediump vec4 cc_mainLitColor;\n  mediump vec4 cc_ambientSky;\n  mediump vec4 cc_ambientGround;\n  mediump vec4 cc_fogColor;\n  mediump vec4 cc_fogBase;\n  mediump vec4 cc_fogAdd;\n};\nlayout(set = 2, binding = 0) uniform CCLocal {\n  highp mat4 cc_matWorld;\n  highp mat4 cc_matWorldIT;\n  highp vec4 cc_lightingMapUVParam;\n};\nlayout(set = 0, binding = 2) uniform CCShadow {\n  highp mat4 cc_matLightPlaneProj;\n  highp mat4 cc_matLightViewProj;\n  lowp  vec4 cc_shadowColor;\n  lowp  vec4 cc_shadowInfo;\n};\nlayout(location = 0) in vec3 a_position;\nlayout(location = 1) in vec3 a_normal;\nlayout(location = 2) in vec2 a_texCoord;\nlayout(location = 0) out vec2 v_clip_depth;\nvec4 vert () {\n  vec4 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.w = 1.0;\n  vec4 clipPos = cc_matLightViewProj * worldPos;\n  v_clip_depth = clipPos.zw;\n  return clipPos;\n}\nvoid main() { gl_Position = vert(); }",
        "frag": "\nprecision highp float;\nvec4 packDepthToRGBA (float depth) {\n  vec4 ret = vec4(1.0, 255.0, 65025.0, 160581375.0) * depth;\n  ret = fract(ret);\n  ret -= ret.yzww * vec4(1.0 / 255.0, 1.0 / 255.0, 1.0 / 255.0, 0.0);\n  return ret;\n}\nlayout(location = 0) in vec2 v_clip_depth;\nvec4 frag () {\n  return packDepthToRGBA(v_clip_depth.x / v_clip_depth.y * 0.5 + 0.5);\n}\nlayout(location = 0) out vec4 cc_FragColor;\nvoid main() { cc_FragColor = frag(); }"
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        "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};\nlayout(std140) uniform CCLocal {\n  highp mat4 cc_matWorld;\n  highp mat4 cc_matWorldIT;\n  highp vec4 cc_lightingMapUVParam;\n};\nlayout(std140) uniform CCShadow {\n  highp mat4 cc_matLightPlaneProj;\n  highp mat4 cc_matLightViewProj;\n  lowp  vec4 cc_shadowColor;\n  lowp  vec4 cc_shadowInfo;\n};\nin vec3 a_position;\nin vec3 a_normal;\nin vec2 a_texCoord;\nout vec2 v_clip_depth;\nvec4 vert () {\n  vec4 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.w = 1.0;\n  vec4 clipPos = cc_matLightViewProj * worldPos;\n  v_clip_depth = clipPos.zw;\n  return clipPos;\n}\nvoid main() { gl_Position = vert(); }",
        "frag": "\nprecision highp float;\nvec4 packDepthToRGBA (float depth) {\n  vec4 ret = vec4(1.0, 255.0, 65025.0, 160581375.0) * depth;\n  ret = fract(ret);\n  ret -= ret.yzww * vec4(1.0 / 255.0, 1.0 / 255.0, 1.0 / 255.0, 0.0);\n  return ret;\n}\nin vec2 v_clip_depth;\nvec4 frag () {\n  return packDepthToRGBA(v_clip_depth.x / v_clip_depth.y * 0.5 + 0.5);\n}\nlayout(location = 0) out vec4 cc_FragColor;\nvoid main() { cc_FragColor = frag(); }"
      },
      "glsl1": {
        "vert": "\nprecision highp float;\nuniform highp mat4 cc_matWorld;\nuniform highp mat4 cc_matLightViewProj;\nattribute vec3 a_position;\nattribute vec3 a_normal;\nattribute vec2 a_texCoord;\nvarying vec2 v_clip_depth;\nvec4 vert () {\n  vec4 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.w = 1.0;\n  vec4 clipPos = cc_matLightViewProj * worldPos;\n  v_clip_depth = clipPos.zw;\n  return clipPos;\n}\nvoid main() { gl_Position = vert(); }",
        "frag": "\nprecision highp float;\nvec4 packDepthToRGBA (float depth) {\n  vec4 ret = vec4(1.0, 255.0, 65025.0, 160581375.0) * depth;\n  ret = fract(ret);\n  ret -= ret.yzww * vec4(1.0 / 255.0, 1.0 / 255.0, 1.0 / 255.0, 0.0);\n  return ret;\n}\nvarying vec2 v_clip_depth;\nvec4 frag () {\n  return packDepthToRGBA(v_clip_depth.x / v_clip_depth.y * 0.5 + 0.5);\n}\nvoid main() { gl_FragColor = frag(); }"
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}