{
  "__type__": "cc.EffectAsset",
  "_name": "util/batched-unlit",
  "_objFlags": 0,
  "_native": "",
  "techniques": [
    {
      "name": "opaque",
      "passes": [
        {
          "program": "util/batched-unlit|unlit-vs:vert|unlit-fs:frag",
          "properties": {
            "colorArr": {
              "value": [
                1,
                1,
                1,
                1
              ],
              "editor": {
                "type": "color",
                "visible": false
              },
              "type": 16
            },
            "tilingOffsetArr": {
              "value": [
                1,
                1,
                0,
                0
              ],
              "type": 16,
              "editor": {
                "visible": false
              }
            },
            "mainTexture": {
              "value": "grey",
              "type": 28,
              "editor": {
                "visible": false
              }
            }
          }
        }
      ]
    },
    {
      "name": "transparent",
      "passes": [
        {
          "blendState": {
            "targets": [
              {
                "blend": true,
                "blendSrc": 2,
                "blendDst": 4,
                "blendDstAlpha": 4
              }
            ]
          },
          "program": "util/batched-unlit|unlit-vs:vert|unlit-fs:frag",
          "depthStencilState": {
            "depthTest": true,
            "depthWrite": false
          },
          "properties": {
            "colorArr": {
              "value": [
                1,
                1,
                1,
                1
              ],
              "editor": {
                "type": "color",
                "visible": false
              },
              "type": 16
            },
            "tilingOffsetArr": {
              "value": [
                1,
                1,
                0,
                0
              ],
              "type": 16,
              "editor": {
                "visible": false
              }
            },
            "mainTexture": {
              "value": "grey",
              "type": 28,
              "editor": {
                "visible": false
              }
            }
          }
        }
      ]
    }
  ],
  "shaders": [
    {
      "hash": 3611981177,
      "glsl4": {
        "vert": "#extension GL_EXT_shader_explicit_arithmetic_types_int16: require\nprecision highp float;\nhighp float decode32 (highp vec4 rgba) {\n  rgba = rgba * 255.0;\n  highp float Sign = 1.0 - (step(128.0, (rgba[3]) + 0.5)) * 2.0;\n  highp float Exponent = 2.0 * (mod(float(int((rgba[3]) + 0.5)), 128.0)) + (step(128.0, (rgba[2]) + 0.5)) - 127.0;\n  highp float Mantissa = (mod(float(int((rgba[2]) + 0.5)), 128.0)) * 65536.0 + rgba[1] * 256.0 + rgba[0] + 8388608.0;\n  return Sign * exp2(Exponent - 23.0) * Mantissa;\n}\nstruct StandardVertInput {\n  highp vec4 position;\n  vec3 normal;\n  vec4 tangent;\n};\nlayout(location = 0) in vec3 a_position;\nlayout(location = 1) in vec3 a_normal;\nlayout(location = 2) in vec2 a_texCoord;\nlayout(location = 3) in vec4 a_tangent;\n#if CC_USE_MORPH\n    int getVertexId() {\n        return gl_VertexIndex;\n    }\nlayout(set = 2, binding = 4) uniform CCMorph {\n    vec4 cc_displacementWeights[15];\n    vec4 cc_displacementTextureInfo;\n};\nvec2 getPixelLocation(vec2 textureResolution, int pixelIndex) {\n    float pixelIndexF = float(pixelIndex);\n    float x = mod(pixelIndexF, textureResolution.x);\n    float y = floor(pixelIndexF / textureResolution.x);\n    return vec2(x, y);\n}\nvec2 getPixelCoordFromLocation(vec2 location, vec2 textureResolution) {\n    return (vec2(location.x, location.y) + .5) / textureResolution;\n}\n#if CC_SUPPORT_FLOAT_TEXTURE\n        vec4 fetchVec3ArrayFromTexture(sampler2D tex, int pixelIndex) {\n            ivec2 texSize = textureSize(tex, 0);\n            return texelFetch(tex, ivec2(pixelIndex % texSize.x, pixelIndex / texSize.x), 0);\n        }\n#else\n    vec4 fetchVec3ArrayFromTexture(sampler2D tex, int elementIndex) {\n        int pixelIndex = elementIndex * 4;\n        vec2 location = getPixelLocation(cc_displacementTextureInfo.xy, pixelIndex);\n        vec2 x = getPixelCoordFromLocation(location + vec2(0.0, 0.0), cc_displacementTextureInfo.xy);\n        vec2 y = getPixelCoordFromLocation(location + vec2(1.0, 0.0), cc_displacementTextureInfo.xy);\n        vec2 z = getPixelCoordFromLocation(location + vec2(2.0, 0.0), cc_displacementTextureInfo.xy);\n        return vec4(\n            decode32(texture(tex, x)),\n            decode32(texture(tex, y)),\n            decode32(texture(tex, z)),\n            1.0\n        );\n    }\n#endif\nfloat getDisplacementWeight(int index) {\n    int quot = index / 4;\n    int remainder = index - quot * 4;\n    if (remainder == 0) {\n        return cc_displacementWeights[quot].x;\n    } else if (remainder == 1) {\n        return cc_displacementWeights[quot].y;\n    } else if (remainder == 2) {\n        return cc_displacementWeights[quot].z;\n    } else {\n        return cc_displacementWeights[quot].w;\n    }\n}\nvec3 getVec3DisplacementFromTexture(sampler2D tex, int vertexIndex) {\n#if CC_MORPH_PRECOMPUTED\n    return fetchVec3ArrayFromTexture(tex, vertexIndex).rgb;\n#else\n    vec3 result = vec3(0, 0, 0);\n    int nVertices = int(cc_displacementTextureInfo.z);\n    for (int iTarget = 0; iTarget < CC_MORPH_TARGET_COUNT; ++iTarget) {\n        result += (fetchVec3ArrayFromTexture(tex, nVertices * iTarget + vertexIndex).rgb * getDisplacementWeight(iTarget));\n    }\n    return result;\n#endif\n}\n#if CC_MORPH_TARGET_HAS_POSITION\n    layout(set = 2, binding = 6) uniform sampler2D cc_PositionDisplacements;\n    vec3 getPositionDisplacement(int vertexId) {\n        return getVec3DisplacementFromTexture(cc_PositionDisplacements, vertexId);\n    }\n#endif\n#if CC_MORPH_TARGET_HAS_NORMAL\n    layout(set = 2, binding = 7) uniform sampler2D cc_NormalDisplacements;\n    vec3 getNormalDisplacement(int vertexId) {\n        return getVec3DisplacementFromTexture(cc_NormalDisplacements, vertexId);\n    }\n#endif\n#if CC_MORPH_TARGET_HAS_TANGENT\n    layout(set = 2, binding = 8) uniform sampler2D cc_TangentDisplacements;\n    vec3 getTangentDisplacement(int vertexId) {\n        return getVec3DisplacementFromTexture(cc_TangentDisplacements, vertexId);\n    }\n#endif\nvoid applyMorph (inout StandardVertInput attr) {\n    int vertexId = getVertexId();\n#if CC_MORPH_TARGET_HAS_POSITION\n    attr.position.xyz = attr.position.xyz + getPositionDisplacement(vertexId);\n#endif\n#if CC_MORPH_TARGET_HAS_NORMAL\n    attr.normal.xyz = attr.normal.xyz + getNormalDisplacement(vertexId);\n#endif\n#if CC_MORPH_TARGET_HAS_TANGENT\n    attr.tangent.xyz = attr.tangent.xyz + getTangentDisplacement(vertexId);\n#endif\n}\nvoid applyMorph (inout vec4 position) {\n#if CC_MORPH_TARGET_HAS_POSITION\n    position.xyz = position.xyz + getPositionDisplacement(getVertexId());\n#endif\n}\n#endif\n#if CC_USE_SKINNING\n  layout(location = 4) in u16vec4 a_joints;\nlayout(location = 5) in vec4 a_weights;\n#if CC_USE_BAKED_ANIMATION\n  #if USE_INSTANCING\n    layout(location = 7) in highp vec4 a_jointAnimInfo;\n  #endif\n  layout(set = 2, binding = 3) uniform CCSkinningTexture {\n    highp vec4 cc_jointTextureInfo;\n  };\n  layout(set = 2, binding = 2) uniform CCSkinningAnimation {\n    highp vec4 cc_jointAnimInfo;\n  };\n  layout(set = 2, binding = 5) uniform highp sampler2D cc_jointTexture;\n  #else\n  layout(set = 2, binding = 3) uniform CCSkinning {\n    highp vec4 cc_joints[30 * 3];\n  };\n#endif\n#if CC_USE_BAKED_ANIMATION\n  #if CC_SUPPORT_FLOAT_TEXTURE\n    mat4 getJointMatrix (float i) {\n    #if USE_INSTANCING\n      highp float j = 3.0 * (a_jointAnimInfo.x * a_jointAnimInfo.y + i) + a_jointAnimInfo.z;\n    #else\n      highp float j = 3.0 * (cc_jointAnimInfo.x * cc_jointTextureInfo.y + i) + cc_jointTextureInfo.z;\n    #endif\n    highp float invSize = cc_jointTextureInfo.w;\n    highp float y = floor(j * invSize);\n    highp float x = j - y * cc_jointTextureInfo.x;\n    y = (y + 0.5) * invSize;\n      vec4 v1 = texture(cc_jointTexture, vec2((x + 0.5) * invSize, y));\n      vec4 v2 = texture(cc_jointTexture, vec2((x + 1.5) * invSize, y));\n      vec4 v3 = texture(cc_jointTexture, vec2((x + 2.5) * invSize, y));\n      return mat4(vec4(v1.xyz, 0.0), vec4(v2.xyz, 0.0), vec4(v3.xyz, 0.0), vec4(v1.w, v2.w, v3.w, 1.0));\n    }\n  #else\n    mat4 getJointMatrix (float i) {\n    #if USE_INSTANCING\n      highp float j = 12.0 * (a_jointAnimInfo.x * a_jointAnimInfo.y + i) + a_jointAnimInfo.z;\n    #else\n      highp float j = 12.0 * (cc_jointAnimInfo.x * cc_jointTextureInfo.y + i) + cc_jointTextureInfo.z;\n    #endif\n    highp float invSize = cc_jointTextureInfo.w;\n    highp float y = floor(j * invSize);\n    highp float x = j - y * cc_jointTextureInfo.x;\n    y = (y + 0.5) * invSize;\n      vec4 v1 = vec4(\n        decode32(texture(cc_jointTexture, vec2((x + 0.5) * invSize, y))),\n        decode32(texture(cc_jointTexture, vec2((x + 1.5) * invSize, y))),\n        decode32(texture(cc_jointTexture, vec2((x + 2.5) * invSize, y))),\n        decode32(texture(cc_jointTexture, vec2((x + 3.5) * invSize, y)))\n      );\n      vec4 v2 = vec4(\n        decode32(texture(cc_jointTexture, vec2((x + 4.5) * invSize, y))),\n        decode32(texture(cc_jointTexture, vec2((x + 5.5) * invSize, y))),\n        decode32(texture(cc_jointTexture, vec2((x + 6.5) * invSize, y))),\n        decode32(texture(cc_jointTexture, vec2((x + 7.5) * invSize, y)))\n      );\n      vec4 v3 = vec4(\n        decode32(texture(cc_jointTexture, vec2((x + 8.5) * invSize, y))),\n        decode32(texture(cc_jointTexture, vec2((x + 9.5) * invSize, y))),\n        decode32(texture(cc_jointTexture, vec2((x + 10.5) * invSize, y))),\n        decode32(texture(cc_jointTexture, vec2((x + 11.5) * invSize, y)))\n      );\n      return mat4(vec4(v1.xyz, 0.0), vec4(v2.xyz, 0.0), vec4(v3.xyz, 0.0), vec4(v1.w, v2.w, v3.w, 1.0));\n    }\n  #endif\n#else\n  mat4 getJointMatrix (float i) {\n    int idx = int(i);\n    vec4 v1 = cc_joints[idx * 3];\n    vec4 v2 = cc_joints[idx * 3 + 1];\n    vec4 v3 = cc_joints[idx * 3 + 2];\n    return mat4(vec4(v1.xyz, 0.0), vec4(v2.xyz, 0.0), vec4(v3.xyz, 0.0), vec4(v1.w, v2.w, v3.w, 1.0));\n  }\n#endif\nmat4 skinMatrix () {\n  vec4 joints = vec4(a_joints);\n  return getJointMatrix(joints.x) * a_weights.x\n       + getJointMatrix(joints.y) * a_weights.y\n       + getJointMatrix(joints.z) * a_weights.z\n       + getJointMatrix(joints.w) * a_weights.w;\n}\nvoid CCSkin (inout vec4 position) {\n  mat4 m = skinMatrix();\n  position = m * position;\n}\nvoid CCSkin (inout StandardVertInput attr) {\n  mat4 m = skinMatrix();\n  attr.position = m * attr.position;\n  attr.normal = (m * vec4(attr.normal, 0.0)).xyz;\n  attr.tangent.xyz = (m * vec4(attr.tangent.xyz, 0.0)).xyz;\n}\n#endif\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_INSTANCING\n  layout(location = 8) in vec4 a_matWorld0;\n  layout(location = 9) in vec4 a_matWorld1;\n  layout(location = 10) in vec4 a_matWorld2;\n  #if USE_LIGHTMAP\n    layout(location = 11) in vec4 a_lightingMapUVParam;\n  #endif\n#elif USE_BATCHING\n  layout(location = 12) in float a_dyn_batch_id;\n  layout(set = 2, binding = 0) uniform CCLocalBatched {\n    highp mat4 cc_matWorlds[10];\n  };\n#else\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\n#if USE_VERTEX_COLOR\n  layout(location = 13) in lowp vec4 a_color;\n  layout(location = 0) out lowp vec4 v_color;\n#endif\n#if USE_TEXTURE\n  layout(location = 1) out vec2 v_uv;\n  layout(set = 1, binding = 0) uniform TexCoords {\n    vec4 tilingOffsetArr[6];\n  };\n#endif\nlayout(location = 14) in float a_batch_id;\nlayout(location = 2) out float v_batch_id;\nlayout(location = 15) in vec2 a_batch_uv;\nlayout(location = 3) out vec2 v_batch_uv;\nhighp vec4 vert () {\n  int id = int(a_batch_id);\n  #if USE_TEXTURE\n    vec4 tilingOffset = tilingOffsetArr[id];\n    v_batch_uv = a_batch_uv;\n  #endif\n  v_batch_id = a_batch_id;\n  highp vec4 position;\n  position = vec4(a_position, 1.0);\n  #if CC_USE_MORPH\n    applyMorph(position);\n  #endif\n  #if CC_USE_SKINNING\n    CCSkin(position);\n  #endif\n  highp mat4 matWorld;\n  #if USE_INSTANCING\n    matWorld = mat4(\n      vec4(a_matWorld0.xyz, 0.0),\n      vec4(a_matWorld1.xyz, 0.0),\n      vec4(a_matWorld2.xyz, 0.0),\n      vec4(a_matWorld0.w, a_matWorld1.w, a_matWorld2.w, 1.0)\n    );\n  #elif USE_BATCHING\n    matWorld = cc_matWorlds[int(a_dyn_batch_id)];\n  #else\n    matWorld = cc_matWorld;\n  #endif\n  #if USE_TEXTURE\n    v_uv = a_texCoord;\n    #if FLIP_UV\n      v_uv.y = 1.0 - v_uv.y;\n    #endif\n    v_uv = v_uv * tilingOffset.xy + tilingOffset.zw;\n  #endif\n  #if USE_VERTEX_COLOR\n    v_color = a_color;\n  #endif\n  return cc_matProj * (cc_matView * matWorld) * position;\n}\nvoid main() { gl_Position = vert(); }",
        "frag": "\nprecision highp float;\nlayout(set = 0, binding = 0) uniform CCGlobal {\n  highp   vec4 cc_time;\n  mediump vec4 cc_screenSize;\n  mediump vec4 cc_nativeSize;\n};\nlayout(set = 0, binding = 1) uniform CCCamera {\n  highp   mat4 cc_matView;\n  highp   mat4 cc_matViewInv;\n  highp   mat4 cc_matProj;\n  highp   mat4 cc_matProjInv;\n  highp   mat4 cc_matViewProj;\n  highp   mat4 cc_matViewProjInv;\n  highp   vec4 cc_cameraPos;\n  mediump vec4 cc_screenScale;\n  mediump vec4 cc_exposure;\n  mediump vec4 cc_mainLitDir;\n  mediump vec4 cc_mainLitColor;\n  mediump vec4 cc_ambientSky;\n  mediump vec4 cc_ambientGround;\n  mediump vec4 cc_fogColor;\n  mediump vec4 cc_fogBase;\n  mediump vec4 cc_fogAdd;\n};\nvec3 SRGBToLinear (vec3 gamma) {\n  return gamma * gamma;\n}\nvec4 CCFragOutput (vec4 color) {\n  #if CC_USE_HDR\n    color.rgb = mix(color.rgb, SRGBToLinear(color.rgb) * cc_exposure.w, vec3(cc_exposure.z));\n  #endif\n  return color;\n}\n#if USE_TEXTURE\n  layout(location = 1) in vec2 v_uv;\n  layout(set = 1, binding = 2) uniform sampler2D mainTexture;\n#endif\n#if USE_COLOR\n  layout(set = 1, binding = 1) uniform Constant {\n    vec4 colorArr[6];\n  };\n#endif\n#if USE_VERTEX_COLOR\n  layout(location = 0) in lowp vec4 v_color;\n#endif\nlayout(location = 2) in float v_batch_id;\nlayout(location = 3) in vec2 v_batch_uv;\nvec4 getVec4Uniform (vec4 uniformArr[6]) {\n  if (v_batch_id < 1.0) { return uniformArr[0]; }\n  else if (v_batch_id < 2.0) { return uniformArr[1]; }\n  else if (v_batch_id < 3.0) { return uniformArr[2]; }\n  else if (v_batch_id < 4.0) { return uniformArr[3]; }\n  else if (v_batch_id < 5.0) { return uniformArr[4]; }\n  else { return uniformArr[5]; }\n}\nvec4 frag () {\n  #if USE_COLOR\n    vec4 color = getVec4Uniform(colorArr);\n  #endif\n  vec4 o = vec4(1, 1, 1, 1);\n  #if USE_TEXTURE\n    #if BATCH_TEXTURE\n      o *= texture(mainTexture, v_batch_uv);\n    #else\n      o *= texture(mainTexture, v_uv);\n    #endif\n  #endif\n  #if USE_COLOR\n    o *= color;\n  #endif\n  #if USE_VERTEX_COLOR\n    o *= v_color;\n  #endif\n  return CCFragOutput(o);\n}\nlayout(location = 0) out vec4 cc_FragColor;\nvoid main() { cc_FragColor = frag(); }"
      },
      "glsl3": {
        "vert": "\nprecision highp float;\nhighp float decode32 (highp vec4 rgba) {\n  rgba = rgba * 255.0;\n  highp float Sign = 1.0 - (step(128.0, (rgba[3]) + 0.5)) * 2.0;\n  highp float Exponent = 2.0 * (mod(float(int((rgba[3]) + 0.5)), 128.0)) + (step(128.0, (rgba[2]) + 0.5)) - 127.0;\n  highp float Mantissa = (mod(float(int((rgba[2]) + 0.5)), 128.0)) * 65536.0 + rgba[1] * 256.0 + rgba[0] + 8388608.0;\n  return Sign * exp2(Exponent - 23.0) * Mantissa;\n}\nstruct StandardVertInput {\n  highp vec4 position;\n  vec3 normal;\n  vec4 tangent;\n};\nin vec3 a_position;\nin vec3 a_normal;\nin vec2 a_texCoord;\nin vec4 a_tangent;\n#if CC_USE_MORPH\n    in float a_vertexId;\n    int getVertexId() {\n        return int(a_vertexId);\n    }\nlayout(std140) uniform CCMorph {\n    vec4 cc_displacementWeights[15];\n    vec4 cc_displacementTextureInfo;\n};\nvec2 getPixelLocation(vec2 textureResolution, int pixelIndex) {\n    float pixelIndexF = float(pixelIndex);\n    float x = mod(pixelIndexF, textureResolution.x);\n    float y = floor(pixelIndexF / textureResolution.x);\n    return vec2(x, y);\n}\nvec2 getPixelCoordFromLocation(vec2 location, vec2 textureResolution) {\n    return (vec2(location.x, location.y) + .5) / textureResolution;\n}\n#if CC_SUPPORT_FLOAT_TEXTURE\n        vec4 fetchVec3ArrayFromTexture(sampler2D tex, int pixelIndex) {\n            ivec2 texSize = textureSize(tex, 0);\n            return texelFetch(tex, ivec2(pixelIndex % texSize.x, pixelIndex / texSize.x), 0);\n        }\n#else\n    vec4 fetchVec3ArrayFromTexture(sampler2D tex, int elementIndex) {\n        int pixelIndex = elementIndex * 4;\n        vec2 location = getPixelLocation(cc_displacementTextureInfo.xy, pixelIndex);\n        vec2 x = getPixelCoordFromLocation(location + vec2(0.0, 0.0), cc_displacementTextureInfo.xy);\n        vec2 y = getPixelCoordFromLocation(location + vec2(1.0, 0.0), cc_displacementTextureInfo.xy);\n        vec2 z = getPixelCoordFromLocation(location + vec2(2.0, 0.0), cc_displacementTextureInfo.xy);\n        return vec4(\n            decode32(texture(tex, x)),\n            decode32(texture(tex, y)),\n            decode32(texture(tex, z)),\n            1.0\n        );\n    }\n#endif\nfloat getDisplacementWeight(int index) {\n    int quot = index / 4;\n    int remainder = index - quot * 4;\n    if (remainder == 0) {\n        return cc_displacementWeights[quot].x;\n    } else if (remainder == 1) {\n        return cc_displacementWeights[quot].y;\n    } else if (remainder == 2) {\n        return cc_displacementWeights[quot].z;\n    } else {\n        return cc_displacementWeights[quot].w;\n    }\n}\nvec3 getVec3DisplacementFromTexture(sampler2D tex, int vertexIndex) {\n#if CC_MORPH_PRECOMPUTED\n    return fetchVec3ArrayFromTexture(tex, vertexIndex).rgb;\n#else\n    vec3 result = vec3(0, 0, 0);\n    int nVertices = int(cc_displacementTextureInfo.z);\n    for (int iTarget = 0; iTarget < CC_MORPH_TARGET_COUNT; ++iTarget) {\n        result += (fetchVec3ArrayFromTexture(tex, nVertices * iTarget + vertexIndex).rgb * getDisplacementWeight(iTarget));\n    }\n    return result;\n#endif\n}\n#if CC_MORPH_TARGET_HAS_POSITION\n    uniform sampler2D cc_PositionDisplacements;\n    vec3 getPositionDisplacement(int vertexId) {\n        return getVec3DisplacementFromTexture(cc_PositionDisplacements, vertexId);\n    }\n#endif\n#if CC_MORPH_TARGET_HAS_NORMAL\n    uniform sampler2D cc_NormalDisplacements;\n    vec3 getNormalDisplacement(int vertexId) {\n        return getVec3DisplacementFromTexture(cc_NormalDisplacements, vertexId);\n    }\n#endif\n#if CC_MORPH_TARGET_HAS_TANGENT\n    uniform sampler2D cc_TangentDisplacements;\n    vec3 getTangentDisplacement(int vertexId) {\n        return getVec3DisplacementFromTexture(cc_TangentDisplacements, vertexId);\n    }\n#endif\nvoid applyMorph (inout StandardVertInput attr) {\n    int vertexId = getVertexId();\n#if CC_MORPH_TARGET_HAS_POSITION\n    attr.position.xyz = attr.position.xyz + getPositionDisplacement(vertexId);\n#endif\n#if CC_MORPH_TARGET_HAS_NORMAL\n    attr.normal.xyz = attr.normal.xyz + getNormalDisplacement(vertexId);\n#endif\n#if CC_MORPH_TARGET_HAS_TANGENT\n    attr.tangent.xyz = attr.tangent.xyz + getTangentDisplacement(vertexId);\n#endif\n}\nvoid applyMorph (inout vec4 position) {\n#if CC_MORPH_TARGET_HAS_POSITION\n    position.xyz = position.xyz + getPositionDisplacement(getVertexId());\n#endif\n}\n#endif\n#if CC_USE_SKINNING\n  in vec4 a_joints;\nin vec4 a_weights;\n#if CC_USE_BAKED_ANIMATION\n  #if USE_INSTANCING\n    in highp vec4 a_jointAnimInfo;\n  #endif\n  layout(std140) uniform CCSkinningTexture {\n    highp vec4 cc_jointTextureInfo;\n  };\n  layout(std140) uniform CCSkinningAnimation {\n    highp vec4 cc_jointAnimInfo;\n  };\n  uniform highp sampler2D cc_jointTexture;\n  #else\n  layout(std140) uniform CCSkinning {\n    highp vec4 cc_joints[30 * 3];\n  };\n#endif\n#if CC_USE_BAKED_ANIMATION\n  #if CC_SUPPORT_FLOAT_TEXTURE\n    mat4 getJointMatrix (float i) {\n    #if USE_INSTANCING\n      highp float j = 3.0 * (a_jointAnimInfo.x * a_jointAnimInfo.y + i) + a_jointAnimInfo.z;\n    #else\n      highp float j = 3.0 * (cc_jointAnimInfo.x * cc_jointTextureInfo.y + i) + cc_jointTextureInfo.z;\n    #endif\n    highp float invSize = cc_jointTextureInfo.w;\n    highp float y = floor(j * invSize);\n    highp float x = j - y * cc_jointTextureInfo.x;\n    y = (y + 0.5) * invSize;\n      vec4 v1 = texture(cc_jointTexture, vec2((x + 0.5) * invSize, y));\n      vec4 v2 = texture(cc_jointTexture, vec2((x + 1.5) * invSize, y));\n      vec4 v3 = texture(cc_jointTexture, vec2((x + 2.5) * invSize, y));\n      return mat4(vec4(v1.xyz, 0.0), vec4(v2.xyz, 0.0), vec4(v3.xyz, 0.0), vec4(v1.w, v2.w, v3.w, 1.0));\n    }\n  #else\n    mat4 getJointMatrix (float i) {\n    #if USE_INSTANCING\n      highp float j = 12.0 * (a_jointAnimInfo.x * a_jointAnimInfo.y + i) + a_jointAnimInfo.z;\n    #else\n      highp float j = 12.0 * (cc_jointAnimInfo.x * cc_jointTextureInfo.y + i) + cc_jointTextureInfo.z;\n    #endif\n    highp float invSize = cc_jointTextureInfo.w;\n    highp float y = floor(j * invSize);\n    highp float x = j - y * cc_jointTextureInfo.x;\n    y = (y + 0.5) * invSize;\n      vec4 v1 = vec4(\n        decode32(texture(cc_jointTexture, vec2((x + 0.5) * invSize, y))),\n        decode32(texture(cc_jointTexture, vec2((x + 1.5) * invSize, y))),\n        decode32(texture(cc_jointTexture, vec2((x + 2.5) * invSize, y))),\n        decode32(texture(cc_jointTexture, vec2((x + 3.5) * invSize, y)))\n      );\n      vec4 v2 = vec4(\n        decode32(texture(cc_jointTexture, vec2((x + 4.5) * invSize, y))),\n        decode32(texture(cc_jointTexture, vec2((x + 5.5) * invSize, y))),\n        decode32(texture(cc_jointTexture, vec2((x + 6.5) * invSize, y))),\n        decode32(texture(cc_jointTexture, vec2((x + 7.5) * invSize, y)))\n      );\n      vec4 v3 = vec4(\n        decode32(texture(cc_jointTexture, vec2((x + 8.5) * invSize, y))),\n        decode32(texture(cc_jointTexture, vec2((x + 9.5) * invSize, y))),\n        decode32(texture(cc_jointTexture, vec2((x + 10.5) * invSize, y))),\n        decode32(texture(cc_jointTexture, vec2((x + 11.5) * invSize, y)))\n      );\n      return mat4(vec4(v1.xyz, 0.0), vec4(v2.xyz, 0.0), vec4(v3.xyz, 0.0), vec4(v1.w, v2.w, v3.w, 1.0));\n    }\n  #endif\n#else\n  mat4 getJointMatrix (float i) {\n    int idx = int(i);\n    vec4 v1 = cc_joints[idx * 3];\n    vec4 v2 = cc_joints[idx * 3 + 1];\n    vec4 v3 = cc_joints[idx * 3 + 2];\n    return mat4(vec4(v1.xyz, 0.0), vec4(v2.xyz, 0.0), vec4(v3.xyz, 0.0), vec4(v1.w, v2.w, v3.w, 1.0));\n  }\n#endif\nmat4 skinMatrix () {\n  vec4 joints = vec4(a_joints);\n  return getJointMatrix(joints.x) * a_weights.x\n       + getJointMatrix(joints.y) * a_weights.y\n       + getJointMatrix(joints.z) * a_weights.z\n       + getJointMatrix(joints.w) * a_weights.w;\n}\nvoid CCSkin (inout vec4 position) {\n  mat4 m = skinMatrix();\n  position = m * position;\n}\nvoid CCSkin (inout StandardVertInput attr) {\n  mat4 m = skinMatrix();\n  attr.position = m * attr.position;\n  attr.normal = (m * vec4(attr.normal, 0.0)).xyz;\n  attr.tangent.xyz = (m * vec4(attr.tangent.xyz, 0.0)).xyz;\n}\n#endif\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_INSTANCING\n  in vec4 a_matWorld0;\n  in vec4 a_matWorld1;\n  in vec4 a_matWorld2;\n  #if USE_LIGHTMAP\n    in vec4 a_lightingMapUVParam;\n  #endif\n#elif USE_BATCHING\n  in float a_dyn_batch_id;\n  layout(std140) uniform CCLocalBatched {\n    highp mat4 cc_matWorlds[10];\n  };\n#else\nlayout(std140) uniform CCLocal {\n  highp mat4 cc_matWorld;\n  highp mat4 cc_matWorldIT;\n  highp vec4 cc_lightingMapUVParam;\n};\n#endif\n#if USE_VERTEX_COLOR\n  in lowp vec4 a_color;\n  out lowp vec4 v_color;\n#endif\n#if USE_TEXTURE\n  out vec2 v_uv;\n  layout(std140) uniform TexCoords {\n    vec4 tilingOffsetArr[6];\n  };\n#endif\nin float a_batch_id;\nout float v_batch_id;\nin vec2 a_batch_uv;\nout vec2 v_batch_uv;\nhighp vec4 vert () {\n  int id = int(a_batch_id);\n  #if USE_TEXTURE\n    vec4 tilingOffset = tilingOffsetArr[id];\n    v_batch_uv = a_batch_uv;\n  #endif\n  v_batch_id = a_batch_id;\n  highp vec4 position;\n  position = vec4(a_position, 1.0);\n  #if CC_USE_MORPH\n    applyMorph(position);\n  #endif\n  #if CC_USE_SKINNING\n    CCSkin(position);\n  #endif\n  highp mat4 matWorld;\n  #if USE_INSTANCING\n    matWorld = mat4(\n      vec4(a_matWorld0.xyz, 0.0),\n      vec4(a_matWorld1.xyz, 0.0),\n      vec4(a_matWorld2.xyz, 0.0),\n      vec4(a_matWorld0.w, a_matWorld1.w, a_matWorld2.w, 1.0)\n    );\n  #elif USE_BATCHING\n    matWorld = cc_matWorlds[int(a_dyn_batch_id)];\n  #else\n    matWorld = cc_matWorld;\n  #endif\n  #if USE_TEXTURE\n    v_uv = a_texCoord;\n    #if FLIP_UV\n      v_uv.y = 1.0 - v_uv.y;\n    #endif\n    v_uv = v_uv * tilingOffset.xy + tilingOffset.zw;\n  #endif\n  #if USE_VERTEX_COLOR\n    v_color = a_color;\n  #endif\n  return cc_matProj * (cc_matView * matWorld) * position;\n}\nvoid main() { gl_Position = vert(); }",
        "frag": "\nprecision highp float;\nlayout(std140) uniform CCGlobal {\n  highp   vec4 cc_time;\n  mediump vec4 cc_screenSize;\n  mediump vec4 cc_nativeSize;\n};\nlayout(std140) uniform CCCamera {\n  highp   mat4 cc_matView;\n  highp   mat4 cc_matViewInv;\n  highp   mat4 cc_matProj;\n  highp   mat4 cc_matProjInv;\n  highp   mat4 cc_matViewProj;\n  highp   mat4 cc_matViewProjInv;\n  highp   vec4 cc_cameraPos;\n  mediump vec4 cc_screenScale;\n  mediump vec4 cc_exposure;\n  mediump vec4 cc_mainLitDir;\n  mediump vec4 cc_mainLitColor;\n  mediump vec4 cc_ambientSky;\n  mediump vec4 cc_ambientGround;\n  mediump vec4 cc_fogColor;\n  mediump vec4 cc_fogBase;\n  mediump vec4 cc_fogAdd;\n};\nvec3 SRGBToLinear (vec3 gamma) {\n  return gamma * gamma;\n}\nvec4 CCFragOutput (vec4 color) {\n  #if CC_USE_HDR\n    color.rgb = mix(color.rgb, SRGBToLinear(color.rgb) * cc_exposure.w, vec3(cc_exposure.z));\n  #endif\n  return color;\n}\n#if USE_TEXTURE\n  in vec2 v_uv;\n  uniform sampler2D mainTexture;\n#endif\n#if USE_COLOR\n  layout(std140) uniform Constant {\n    vec4 colorArr[6];\n  };\n#endif\n#if USE_VERTEX_COLOR\n  in lowp vec4 v_color;\n#endif\nin float v_batch_id;\nin vec2 v_batch_uv;\nvec4 getVec4Uniform (vec4 uniformArr[6]) {\n  if (v_batch_id < 1.0) { return uniformArr[0]; }\n  else if (v_batch_id < 2.0) { return uniformArr[1]; }\n  else if (v_batch_id < 3.0) { return uniformArr[2]; }\n  else if (v_batch_id < 4.0) { return uniformArr[3]; }\n  else if (v_batch_id < 5.0) { return uniformArr[4]; }\n  else { return uniformArr[5]; }\n}\nvec4 frag () {\n  #if USE_COLOR\n    vec4 color = getVec4Uniform(colorArr);\n  #endif\n  vec4 o = vec4(1, 1, 1, 1);\n  #if USE_TEXTURE\n    #if BATCH_TEXTURE\n      o *= texture(mainTexture, v_batch_uv);\n    #else\n      o *= texture(mainTexture, v_uv);\n    #endif\n  #endif\n  #if USE_COLOR\n    o *= color;\n  #endif\n  #if USE_VERTEX_COLOR\n    o *= v_color;\n  #endif\n  return CCFragOutput(o);\n}\nlayout(location = 0) out vec4 cc_FragColor;\nvoid main() { cc_FragColor = frag(); }"
      },
      "glsl1": {
        "vert": "\nprecision highp float;\nhighp float decode32 (highp vec4 rgba) {\n  rgba = rgba * 255.0;\n  highp float Sign = 1.0 - (step(128.0, (rgba[3]) + 0.5)) * 2.0;\n  highp float Exponent = 2.0 * (mod(float(int((rgba[3]) + 0.5)), 128.0)) + (step(128.0, (rgba[2]) + 0.5)) - 127.0;\n  highp float Mantissa = (mod(float(int((rgba[2]) + 0.5)), 128.0)) * 65536.0 + rgba[1] * 256.0 + rgba[0] + 8388608.0;\n  return Sign * exp2(Exponent - 23.0) * Mantissa;\n}\nstruct StandardVertInput {\n  highp vec4 position;\n  vec3 normal;\n  vec4 tangent;\n};\nattribute vec3 a_position;\nattribute vec3 a_normal;\nattribute vec2 a_texCoord;\nattribute vec4 a_tangent;\n#if CC_USE_MORPH\n    attribute float a_vertexId;\n    int getVertexId() {\n        return int(a_vertexId);\n    }\nuniform vec4 cc_displacementWeights[15];\nuniform vec4 cc_displacementTextureInfo;\nvec2 getPixelLocation(vec2 textureResolution, int pixelIndex) {\n    float pixelIndexF = float(pixelIndex);\n    float x = mod(pixelIndexF, textureResolution.x);\n    float y = floor(pixelIndexF / textureResolution.x);\n    return vec2(x, y);\n}\nvec2 getPixelCoordFromLocation(vec2 location, vec2 textureResolution) {\n    return (vec2(location.x, location.y) + .5) / textureResolution;\n}\n#if CC_SUPPORT_FLOAT_TEXTURE\n        vec4 fetchVec3ArrayFromTexture(sampler2D tex, int elementIndex) {\n            int pixelIndex = elementIndex;\n            vec2 location = getPixelLocation(cc_displacementTextureInfo.xy, pixelIndex);\n            vec2 uv = getPixelCoordFromLocation(location, cc_displacementTextureInfo.xy);\n            return texture2D(tex, uv);\n        }\n#else\n    vec4 fetchVec3ArrayFromTexture(sampler2D tex, int elementIndex) {\n        int pixelIndex = elementIndex * 4;\n        vec2 location = getPixelLocation(cc_displacementTextureInfo.xy, pixelIndex);\n        vec2 x = getPixelCoordFromLocation(location + vec2(0.0, 0.0), cc_displacementTextureInfo.xy);\n        vec2 y = getPixelCoordFromLocation(location + vec2(1.0, 0.0), cc_displacementTextureInfo.xy);\n        vec2 z = getPixelCoordFromLocation(location + vec2(2.0, 0.0), cc_displacementTextureInfo.xy);\n        return vec4(\n            decode32(texture2D(tex, x)),\n            decode32(texture2D(tex, y)),\n            decode32(texture2D(tex, z)),\n            1.0\n        );\n    }\n#endif\nfloat getDisplacementWeight(int index) {\n    int quot = index / 4;\n    int remainder = index - quot * 4;\n    if (remainder == 0) {\n        return cc_displacementWeights[quot].x;\n    } else if (remainder == 1) {\n        return cc_displacementWeights[quot].y;\n    } else if (remainder == 2) {\n        return cc_displacementWeights[quot].z;\n    } else {\n        return cc_displacementWeights[quot].w;\n    }\n}\nvec3 getVec3DisplacementFromTexture(sampler2D tex, int vertexIndex) {\n#if CC_MORPH_PRECOMPUTED\n    return fetchVec3ArrayFromTexture(tex, vertexIndex).rgb;\n#else\n    vec3 result = vec3(0, 0, 0);\n    int nVertices = int(cc_displacementTextureInfo.z);\n    for (int iTarget = 0; iTarget < CC_MORPH_TARGET_COUNT; ++iTarget) {\n        result += (fetchVec3ArrayFromTexture(tex, nVertices * iTarget + vertexIndex).rgb * getDisplacementWeight(iTarget));\n    }\n    return result;\n#endif\n}\n#if CC_MORPH_TARGET_HAS_POSITION\n    uniform sampler2D cc_PositionDisplacements;\n    vec3 getPositionDisplacement(int vertexId) {\n        return getVec3DisplacementFromTexture(cc_PositionDisplacements, vertexId);\n    }\n#endif\n#if CC_MORPH_TARGET_HAS_NORMAL\n    uniform sampler2D cc_NormalDisplacements;\n    vec3 getNormalDisplacement(int vertexId) {\n        return getVec3DisplacementFromTexture(cc_NormalDisplacements, vertexId);\n    }\n#endif\n#if CC_MORPH_TARGET_HAS_TANGENT\n    uniform sampler2D cc_TangentDisplacements;\n    vec3 getTangentDisplacement(int vertexId) {\n        return getVec3DisplacementFromTexture(cc_TangentDisplacements, vertexId);\n    }\n#endif\nvoid applyMorph (inout StandardVertInput attr) {\n    int vertexId = getVertexId();\n#if CC_MORPH_TARGET_HAS_POSITION\n    attr.position.xyz = attr.position.xyz + getPositionDisplacement(vertexId);\n#endif\n#if CC_MORPH_TARGET_HAS_NORMAL\n    attr.normal.xyz = attr.normal.xyz + getNormalDisplacement(vertexId);\n#endif\n#if CC_MORPH_TARGET_HAS_TANGENT\n    attr.tangent.xyz = attr.tangent.xyz + getTangentDisplacement(vertexId);\n#endif\n}\nvoid applyMorph (inout vec4 position) {\n#if CC_MORPH_TARGET_HAS_POSITION\n    position.xyz = position.xyz + getPositionDisplacement(getVertexId());\n#endif\n}\n#endif\n#if CC_USE_SKINNING\n  attribute vec4 a_joints;\nattribute vec4 a_weights;\n#if CC_USE_BAKED_ANIMATION\n  #if USE_INSTANCING\n    attribute highp vec4 a_jointAnimInfo;\n  #endif\n  uniform highp vec4 cc_jointTextureInfo;\n  uniform highp vec4 cc_jointAnimInfo;\n  uniform highp sampler2D cc_jointTexture;\n  #else\n  uniform highp vec4 cc_joints[90];\n#endif\n#if CC_USE_BAKED_ANIMATION\n  #if CC_SUPPORT_FLOAT_TEXTURE\n    mat4 getJointMatrix (float i) {\n    #if USE_INSTANCING\n      highp float j = 3.0 * (a_jointAnimInfo.x * a_jointAnimInfo.y + i) + a_jointAnimInfo.z;\n    #else\n      highp float j = 3.0 * (cc_jointAnimInfo.x * cc_jointTextureInfo.y + i) + cc_jointTextureInfo.z;\n    #endif\n    highp float invSize = cc_jointTextureInfo.w;\n    highp float y = floor(j * invSize);\n    highp float x = j - y * cc_jointTextureInfo.x;\n    y = (y + 0.5) * invSize;\n      vec4 v1 = texture2D(cc_jointTexture, vec2((x + 0.5) * invSize, y));\n      vec4 v2 = texture2D(cc_jointTexture, vec2((x + 1.5) * invSize, y));\n      vec4 v3 = texture2D(cc_jointTexture, vec2((x + 2.5) * invSize, y));\n      return mat4(vec4(v1.xyz, 0.0), vec4(v2.xyz, 0.0), vec4(v3.xyz, 0.0), vec4(v1.w, v2.w, v3.w, 1.0));\n    }\n  #else\n    mat4 getJointMatrix (float i) {\n    #if USE_INSTANCING\n      highp float j = 12.0 * (a_jointAnimInfo.x * a_jointAnimInfo.y + i) + a_jointAnimInfo.z;\n    #else\n      highp float j = 12.0 * (cc_jointAnimInfo.x * cc_jointTextureInfo.y + i) + cc_jointTextureInfo.z;\n    #endif\n    highp float invSize = cc_jointTextureInfo.w;\n    highp float y = floor(j * invSize);\n    highp float x = j - y * cc_jointTextureInfo.x;\n    y = (y + 0.5) * invSize;\n      vec4 v1 = vec4(\n        decode32(texture2D(cc_jointTexture, vec2((x + 0.5) * invSize, y))),\n        decode32(texture2D(cc_jointTexture, vec2((x + 1.5) * invSize, y))),\n        decode32(texture2D(cc_jointTexture, vec2((x + 2.5) * invSize, y))),\n        decode32(texture2D(cc_jointTexture, vec2((x + 3.5) * invSize, y)))\n      );\n      vec4 v2 = vec4(\n        decode32(texture2D(cc_jointTexture, vec2((x + 4.5) * invSize, y))),\n        decode32(texture2D(cc_jointTexture, vec2((x + 5.5) * invSize, y))),\n        decode32(texture2D(cc_jointTexture, vec2((x + 6.5) * invSize, y))),\n        decode32(texture2D(cc_jointTexture, vec2((x + 7.5) * invSize, y)))\n      );\n      vec4 v3 = vec4(\n        decode32(texture2D(cc_jointTexture, vec2((x + 8.5) * invSize, y))),\n        decode32(texture2D(cc_jointTexture, vec2((x + 9.5) * invSize, y))),\n        decode32(texture2D(cc_jointTexture, vec2((x + 10.5) * invSize, y))),\n        decode32(texture2D(cc_jointTexture, vec2((x + 11.5) * invSize, y)))\n      );\n      return mat4(vec4(v1.xyz, 0.0), vec4(v2.xyz, 0.0), vec4(v3.xyz, 0.0), vec4(v1.w, v2.w, v3.w, 1.0));\n    }\n  #endif\n#else\n  mat4 getJointMatrix (float i) {\n    int idx = int(i);\n    vec4 v1 = cc_joints[idx * 3];\n    vec4 v2 = cc_joints[idx * 3 + 1];\n    vec4 v3 = cc_joints[idx * 3 + 2];\n    return mat4(vec4(v1.xyz, 0.0), vec4(v2.xyz, 0.0), vec4(v3.xyz, 0.0), vec4(v1.w, v2.w, v3.w, 1.0));\n  }\n#endif\nmat4 skinMatrix () {\n  vec4 joints = vec4(a_joints);\n  return getJointMatrix(joints.x) * a_weights.x\n       + getJointMatrix(joints.y) * a_weights.y\n       + getJointMatrix(joints.z) * a_weights.z\n       + getJointMatrix(joints.w) * a_weights.w;\n}\nvoid CCSkin (inout vec4 position) {\n  mat4 m = skinMatrix();\n  position = m * position;\n}\nvoid CCSkin (inout StandardVertInput attr) {\n  mat4 m = skinMatrix();\n  attr.position = m * attr.position;\n  attr.normal = (m * vec4(attr.normal, 0.0)).xyz;\n  attr.tangent.xyz = (m * vec4(attr.tangent.xyz, 0.0)).xyz;\n}\n#endif\nuniform highp mat4 cc_matView;\nuniform highp mat4 cc_matProj;\n#if USE_INSTANCING\n  attribute vec4 a_matWorld0;\n  attribute vec4 a_matWorld1;\n  attribute vec4 a_matWorld2;\n  #if USE_LIGHTMAP\n    attribute vec4 a_lightingMapUVParam;\n  #endif\n#elif USE_BATCHING\n  attribute float a_dyn_batch_id;\n  uniform highp mat4 cc_matWorlds[10];\n#else\nuniform highp mat4 cc_matWorld;\n#endif\n#if USE_VERTEX_COLOR\n  attribute lowp vec4 a_color;\n  varying lowp vec4 v_color;\n#endif\n#if USE_TEXTURE\n  varying vec2 v_uv;\n  uniform vec4 tilingOffsetArr[6];\n#endif\nattribute float a_batch_id;\nvarying float v_batch_id;\nattribute vec2 a_batch_uv;\nvarying vec2 v_batch_uv;\nhighp vec4 vert () {\n  int id = int(a_batch_id);\n  #if USE_TEXTURE\n    vec4 tilingOffset = tilingOffsetArr[id];\n    v_batch_uv = a_batch_uv;\n  #endif\n  v_batch_id = a_batch_id;\n  highp vec4 position;\n  position = vec4(a_position, 1.0);\n  #if CC_USE_MORPH\n    applyMorph(position);\n  #endif\n  #if CC_USE_SKINNING\n    CCSkin(position);\n  #endif\n  highp mat4 matWorld;\n  #if USE_INSTANCING\n    matWorld = mat4(\n      vec4(a_matWorld0.xyz, 0.0),\n      vec4(a_matWorld1.xyz, 0.0),\n      vec4(a_matWorld2.xyz, 0.0),\n      vec4(a_matWorld0.w, a_matWorld1.w, a_matWorld2.w, 1.0)\n    );\n  #elif USE_BATCHING\n    matWorld = cc_matWorlds[int(a_dyn_batch_id)];\n  #else\n    matWorld = cc_matWorld;\n  #endif\n  #if USE_TEXTURE\n    v_uv = a_texCoord;\n    #if FLIP_UV\n      v_uv.y = 1.0 - v_uv.y;\n    #endif\n    v_uv = v_uv * tilingOffset.xy + tilingOffset.zw;\n  #endif\n  #if USE_VERTEX_COLOR\n    v_color = a_color;\n  #endif\n  return cc_matProj * (cc_matView * matWorld) * position;\n}\nvoid main() { gl_Position = vert(); }",
        "frag": "\nprecision highp float;\nuniform mediump vec4 cc_exposure;\nvec3 SRGBToLinear (vec3 gamma) {\n  return gamma * gamma;\n}\nvec4 CCFragOutput (vec4 color) {\n  #if CC_USE_HDR\n    color.rgb = mix(color.rgb, SRGBToLinear(color.rgb) * cc_exposure.w, vec3(cc_exposure.z));\n  #endif\n  return color;\n}\n#if USE_TEXTURE\n  varying vec2 v_uv;\n  uniform sampler2D mainTexture;\n#endif\n#if USE_COLOR\n  uniform vec4 colorArr[6];\n#endif\n#if USE_VERTEX_COLOR\n  varying lowp vec4 v_color;\n#endif\nvarying float v_batch_id;\nvarying vec2 v_batch_uv;\nvec4 getVec4Uniform (vec4 uniformArr[6]) {\n  if (v_batch_id < 1.0) { return uniformArr[0]; }\n  else if (v_batch_id < 2.0) { return uniformArr[1]; }\n  else if (v_batch_id < 3.0) { return uniformArr[2]; }\n  else if (v_batch_id < 4.0) { return uniformArr[3]; }\n  else if (v_batch_id < 5.0) { return uniformArr[4]; }\n  else { return uniformArr[5]; }\n}\nvec4 frag () {\n  #if USE_COLOR\n    vec4 color = getVec4Uniform(colorArr);\n  #endif\n  vec4 o = vec4(1, 1, 1, 1);\n  #if USE_TEXTURE\n    #if BATCH_TEXTURE\n      o *= texture2D(mainTexture, v_batch_uv);\n    #else\n      o *= texture2D(mainTexture, v_uv);\n    #endif\n  #endif\n  #if USE_COLOR\n    o *= color;\n  #endif\n  #if USE_VERTEX_COLOR\n    o *= v_color;\n  #endif\n  return CCFragOutput(o);\n}\nvoid main() { gl_FragColor = frag(); }"
      },
      "builtins": {
        "globals": {
          "blocks": [
            {
              "name": "CCGlobal",
              "defines": []
            },
            {
              "name": "CCCamera",
              "defines": []
            }
          ],
          "samplers": []
        },
        "locals": {
          "blocks": [
            {
              "name": "CCMorph",
              "defines": [
                "CC_USE_MORPH"
              ]
            },
            {
              "name": "CCSkinningTexture",
              "defines": [
                "CC_USE_SKINNING",
                "CC_USE_BAKED_ANIMATION"
              ]
            },
            {
              "name": "CCSkinningAnimation",
              "defines": [
                "CC_USE_SKINNING",
                "CC_USE_BAKED_ANIMATION"
              ]
            },
            {
              "name": "CCSkinning",
              "defines": [
                "CC_USE_SKINNING",
                "!CC_USE_BAKED_ANIMATION"
              ]
            },
            {
              "name": "CCLocalBatched",
              "defines": [
                "!USE_INSTANCING",
                "USE_BATCHING"
              ]
            },
            {
              "name": "CCLocal",
              "defines": [
                "!USE_INSTANCING",
                "!USE_BATCHING"
              ]
            }
          ],
          "samplers": [
            {
              "name": "cc_PositionDisplacements",
              "defines": [
                "CC_USE_MORPH",
                "CC_MORPH_TARGET_HAS_POSITION"
              ]
            },
            {
              "name": "cc_NormalDisplacements",
              "defines": [
                "CC_USE_MORPH",
                "CC_MORPH_TARGET_HAS_NORMAL"
              ]
            },
            {
              "name": "cc_TangentDisplacements",
              "defines": [
                "CC_USE_MORPH",
                "CC_MORPH_TARGET_HAS_TANGENT"
              ]
            },
            {
              "name": "cc_jointTexture",
              "defines": [
                "CC_USE_SKINNING",
                "CC_USE_BAKED_ANIMATION"
              ]
            }
          ]
        }
      },
      "defines": [
        {
          "name": "CC_USE_MORPH",
          "type": "boolean",
          "defines": []
        },
        {
          "name": "CC_MORPH_TARGET_COUNT",
          "type": "number",
          "defines": [
            "CC_USE_MORPH"
          ],
          "range": [
            2,
            8
          ]
        },
        {
          "name": "CC_SUPPORT_FLOAT_TEXTURE",
          "type": "boolean",
          "defines": [
            "CC_USE_MORPH"
          ]
        },
        {
          "name": "CC_MORPH_PRECOMPUTED",
          "type": "boolean",
          "defines": [
            "CC_USE_MORPH"
          ]
        },
        {
          "name": "CC_MORPH_TARGET_HAS_POSITION",
          "type": "boolean",
          "defines": [
            "CC_USE_MORPH"
          ]
        },
        {
          "name": "CC_MORPH_TARGET_HAS_NORMAL",
          "type": "boolean",
          "defines": [
            "CC_USE_MORPH"
          ]
        },
        {
          "name": "CC_MORPH_TARGET_HAS_TANGENT",
          "type": "boolean",
          "defines": [
            "CC_USE_MORPH"
          ]
        },
        {
          "name": "CC_USE_SKINNING",
          "type": "boolean",
          "defines": []
        },
        {
          "name": "CC_USE_BAKED_ANIMATION",
          "type": "boolean",
          "defines": [
            "CC_USE_SKINNING"
          ]
        },
        {
          "name": "USE_INSTANCING",
          "type": "boolean",
          "defines": [],
          "editor": {
            "elevated": true
          }
        },
        {
          "name": "USE_BATCHING",
          "type": "boolean",
          "defines": [
            "!USE_INSTANCING"
          ],
          "editor": {
            "elevated": true
          }
        },
        {
          "name": "USE_LIGHTMAP",
          "type": "boolean",
          "defines": [
            "USE_INSTANCING"
          ]
        },
        {
          "name": "USE_VERTEX_COLOR",
          "type": "boolean",
          "defines": []
        },
        {
          "name": "USE_TEXTURE",
          "type": "boolean",
          "defines": []
        },
        {
          "name": "FLIP_UV",
          "type": "boolean",
          "defines": [
            "USE_TEXTURE"
          ]
        },
        {
          "name": "CC_USE_HDR",
          "type": "boolean",
          "defines": []
        },
        {
          "name": "USE_COLOR",
          "type": "boolean",
          "defines": []
        },
        {
          "name": "BATCH_TEXTURE",
          "type": "boolean",
          "defines": [
            "USE_TEXTURE"
          ]
        }
      ],
      "blocks": [
        {
          "name": "TexCoords",
          "members": [
            {
              "name": "tilingOffsetArr",
              "type": 16,
              "count": 6
            }
          ],
          "defines": [
            "USE_TEXTURE"
          ],
          "stageFlags": 1,
          "binding": 0
        },
        {
          "name": "Constant",
          "members": [
            {
              "name": "colorArr",
              "type": 16,
              "count": 6
            }
          ],
          "defines": [
            "USE_COLOR"
          ],
          "stageFlags": 16,
          "binding": 1
        }
      ],
      "samplers": [
        {
          "name": "mainTexture",
          "type": 28,
          "count": 1,
          "defines": [
            "USE_TEXTURE"
          ],
          "stageFlags": 16,
          "binding": 2
        }
      ],
      "attributes": [
        {
          "name": "a_position",
          "type": 15,
          "count": 1,
          "defines": [],
          "stageFlags": 1,
          "format": 32,
          "location": 0
        },
        {
          "name": "a_normal",
          "type": 15,
          "count": 1,
          "defines": [],
          "stageFlags": 1,
          "format": 32,
          "location": 1
        },
        {
          "name": "a_texCoord",
          "type": 14,
          "count": 1,
          "defines": [],
          "stageFlags": 1,
          "format": 21,
          "location": 2
        },
        {
          "name": "a_tangent",
          "type": 16,
          "count": 1,
          "defines": [],
          "stageFlags": 1,
          "format": 44,
          "location": 3
        },
        {
          "name": "a_vertexId",
          "type": 13,
          "count": 1,
          "defines": [
            "CC_USE_MORPH"
          ],
          "stageFlags": 1,
          "format": 11,
          "location": 6
        },
        {
          "name": "a_joints",
          "type": 12,
          "count": 1,
          "defines": [
            "CC_USE_SKINNING"
          ],
          "stageFlags": 1,
          "format": 42,
          "location": 4
        },
        {
          "name": "a_weights",
          "type": 16,
          "count": 1,
          "defines": [
            "CC_USE_SKINNING"
          ],
          "stageFlags": 1,
          "format": 44,
          "location": 5
        },
        {
          "name": "a_jointAnimInfo",
          "type": 16,
          "count": 1,
          "defines": [
            "CC_USE_SKINNING",
            "CC_USE_BAKED_ANIMATION",
            "USE_INSTANCING"
          ],
          "stageFlags": 1,
          "format": 44,
          "isInstanced": true,
          "location": 7
        },
        {
          "name": "a_matWorld0",
          "type": 16,
          "count": 1,
          "defines": [
            "USE_INSTANCING"
          ],
          "stageFlags": 1,
          "format": 44,
          "isInstanced": true,
          "location": 8
        },
        {
          "name": "a_matWorld1",
          "type": 16,
          "count": 1,
          "defines": [
            "USE_INSTANCING"
          ],
          "stageFlags": 1,
          "format": 44,
          "isInstanced": true,
          "location": 9
        },
        {
          "name": "a_matWorld2",
          "type": 16,
          "count": 1,
          "defines": [
            "USE_INSTANCING"
          ],
          "stageFlags": 1,
          "format": 44,
          "isInstanced": true,
          "location": 10
        },
        {
          "name": "a_lightingMapUVParam",
          "type": 16,
          "count": 1,
          "defines": [
            "USE_INSTANCING",
            "USE_LIGHTMAP"
          ],
          "stageFlags": 1,
          "format": 44,
          "isInstanced": true,
          "location": 11
        },
        {
          "name": "a_dyn_batch_id",
          "type": 13,
          "count": 1,
          "defines": [
            "!USE_INSTANCING",
            "USE_BATCHING"
          ],
          "stageFlags": 1,
          "format": 11,
          "location": 12
        },
        {
          "name": "a_color",
          "type": 16,
          "count": 1,
          "defines": [
            "USE_VERTEX_COLOR"
          ],
          "stageFlags": 1,
          "format": 44,
          "location": 13
        },
        {
          "name": "a_batch_id",
          "type": 13,
          "count": 1,
          "defines": [],
          "stageFlags": 1,
          "format": 11,
          "location": 14
        },
        {
          "name": "a_batch_uv",
          "type": 14,
          "count": 1,
          "defines": [],
          "stageFlags": 1,
          "format": 21,
          "location": 15
        }
      ],
      "varyings": [
        {
          "name": "v_color",
          "type": 16,
          "count": 1,
          "defines": [
            "USE_VERTEX_COLOR"
          ],
          "stageFlags": 1,
          "location": 0
        },
        {
          "name": "v_uv",
          "type": 14,
          "count": 1,
          "defines": [
            "USE_TEXTURE"
          ],
          "stageFlags": 1,
          "location": 1
        },
        {
          "name": "v_batch_id",
          "type": 13,
          "count": 1,
          "defines": [],
          "stageFlags": 1,
          "location": 2
        },
        {
          "name": "v_batch_uv",
          "type": 14,
          "count": 1,
          "defines": [],
          "stageFlags": 1,
          "location": 3
        }
      ],
      "name": "util/batched-unlit|unlit-vs:vert|unlit-fs:frag"
    }
  ],
  "combinations": [],
  "hideInEditor": false
}