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              "hash": 2929688198,
              "record": null,
              "name": "builtin-3d-trail|particle-trail:vs_main|tinted-fs:add",
              "glsl3": {
                "vert": "\nprecision mediump float;\nuniform Constants{\n    vec4 mainTiling_Offset;\n    vec4 frameTile_velLenScale;\n    vec4 scale;\n};\nuniform CCGlobal {\n  mat4 cc_matView;\n  mat4 cc_matViewInv;\n  mat4 cc_matProj;\n  mat4 cc_matProjInv;\n  mat4 cc_matViewProj;\n  mat4 cc_matViewProjInv;\n  vec4 cc_cameraPos;\n  vec4 cc_time;\n  mediump vec4 cc_screenSize;\n  mediump vec4 cc_screenScale;\n};\nuniform CCLocal {\n  mat4 cc_matWorld;\n  mat4 cc_matWorldIT;\n};\nout vec2 uv;\nout vec4 color;\nin vec3 a_position;\nin vec4 a_texCoord;\nin vec3 a_texCoord1;\nin vec3 a_texCoord2;\nin vec4 a_color;\n#if CC_DRAW_WIRE_FRAME\n    out vec3 vBarycentric;\n#endif\nvec4 vs_main() {\n    highp vec4 pos = vec4(a_position, 1);\n    vec4 velocity = vec4(a_texCoord1.xyz, 0);\n#if !CC_USE_WORLD_SPACE\n    pos = cc_matWorld * pos;\n    velocity = cc_matWorld * velocity;\n#endif\n    float vertOffset = (a_texCoord.x - 0.5) * a_texCoord.y;\n    vec3 camUp = normalize(cross(pos.xyz - cc_cameraPos.xyz, velocity.xyz));\n    pos.xyz += camUp * vertOffset;\n    pos = cc_matViewProj * pos;\n    uv = a_texCoord.zw * mainTiling_Offset.xy + mainTiling_Offset.zw;;\n    color = a_color;\n#if CC_DRAW_WIRE_FRAME\n    vBarycentric = a_texCoord2;\n#endif\n    return pos;\n}\nvoid main() { gl_Position = vs_main(); }",
                "frag": "\nprecision mediump float;\nvec4 CCFragOutput (vec4 color) {\n  #if OUTPUT_TO_GAMMA\n    color.rgb = sqrt(color.rgb);\n  #endif\n\treturn color;\n}\nin vec2 uv;\nin vec4 color;\n#if CC_DRAW_WIRE_FRAME\n  in vec3 vBarycentric;\n#endif\nuniform sampler2D mainTexture;\nuniform FragConstants {\n  vec4 tintColor;\n};\nvec4 add () {\n  vec4 col = 2.0 * color * tintColor * texture(mainTexture, uv);\n  #if CC_DRAW_WIRE_FRAME\n      if (any(lessThan(vBarycentric, vec3(0.02)))) {\n          col = vec4(0., 1., 1., 1.);\n      }\n  #endif\n  return CCFragOutput(col);\n}\nout vec4 cc_FragColor;\nvoid main() { cc_FragColor = add(); }"
              },
              "glsl1": {
                "vert": "\nprecision mediump float;\nuniform vec4 mainTiling_Offset;\nuniform mat4 cc_matViewProj;\nuniform vec4 cc_cameraPos;\nuniform mat4 cc_matWorld;\nvarying vec2 uv;\nvarying vec4 color;\nattribute vec3 a_position;\nattribute vec4 a_texCoord;\nattribute vec3 a_texCoord1;\nattribute vec3 a_texCoord2;\nattribute vec4 a_color;\n#if CC_DRAW_WIRE_FRAME\n    varying vec3 vBarycentric;\n#endif\nvec4 vs_main() {\n    highp vec4 pos = vec4(a_position, 1);\n    vec4 velocity = vec4(a_texCoord1.xyz, 0);\n#if !CC_USE_WORLD_SPACE\n    pos = cc_matWorld * pos;\n    velocity = cc_matWorld * velocity;\n#endif\n    float vertOffset = (a_texCoord.x - 0.5) * a_texCoord.y;\n    vec3 camUp = normalize(cross(pos.xyz - cc_cameraPos.xyz, velocity.xyz));\n    pos.xyz += camUp * vertOffset;\n    pos = cc_matViewProj * pos;\n    uv = a_texCoord.zw * mainTiling_Offset.xy + mainTiling_Offset.zw;;\n    color = a_color;\n#if CC_DRAW_WIRE_FRAME\n    vBarycentric = a_texCoord2;\n#endif\n    return pos;\n}\nvoid main() { gl_Position = vs_main(); }",
                "frag": "\nprecision mediump float;\nvec4 CCFragOutput (vec4 color) {\n  #if OUTPUT_TO_GAMMA\n    color.rgb = sqrt(color.rgb);\n  #endif\n\treturn color;\n}\nvarying vec2 uv;\nvarying vec4 color;\n#if CC_DRAW_WIRE_FRAME\n  varying vec3 vBarycentric;\n#endif\nuniform sampler2D mainTexture;\nuniform vec4 tintColor;\nvec4 add () {\n  vec4 col = 2.0 * color * tintColor * texture2D(mainTexture, uv);\n  #if CC_DRAW_WIRE_FRAME\n      if (any(lessThan(vBarycentric, vec3(0.02)))) {\n          col = vec4(0., 1., 1., 1.);\n      }\n  #endif\n  return CCFragOutput(col);\n}\nvoid main() { gl_FragColor = add(); }"
              },
              "builtins": {
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                  "blocks": [
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                      "name": "CCGlobal",
                      "defines": []
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                  "samplers": []
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              "defines": [
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                  "name": "CC_DRAW_WIRE_FRAME",
                  "type": "boolean",
                  "defines": []
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                  "name": "CC_USE_WORLD_SPACE",
                  "type": "boolean",
                  "defines": []
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                  "type": "boolean",
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                  "members": [
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                    {
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                  "defines": []
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                  "name": "FragConstants",
                  "binding": 1,
                  "members": [
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                      "name": "tintColor",
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                      "count": 1
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              "hash": 4224037318,
              "record": null,
              "name": "builtin-3d-trail|particle-trail:vs_main|tinted-fs:multiply",
              "glsl3": {
                "vert": "\nprecision mediump float;\nuniform Constants{\n    vec4 mainTiling_Offset;\n    vec4 frameTile_velLenScale;\n    vec4 scale;\n};\nuniform CCGlobal {\n  mat4 cc_matView;\n  mat4 cc_matViewInv;\n  mat4 cc_matProj;\n  mat4 cc_matProjInv;\n  mat4 cc_matViewProj;\n  mat4 cc_matViewProjInv;\n  vec4 cc_cameraPos;\n  vec4 cc_time;\n  mediump vec4 cc_screenSize;\n  mediump vec4 cc_screenScale;\n};\nuniform CCLocal {\n  mat4 cc_matWorld;\n  mat4 cc_matWorldIT;\n};\nout vec2 uv;\nout vec4 color;\nin vec3 a_position;\nin vec4 a_texCoord;\nin vec3 a_texCoord1;\nin vec3 a_texCoord2;\nin vec4 a_color;\n#if CC_DRAW_WIRE_FRAME\n    out vec3 vBarycentric;\n#endif\nvec4 vs_main() {\n    highp vec4 pos = vec4(a_position, 1);\n    vec4 velocity = vec4(a_texCoord1.xyz, 0);\n#if !CC_USE_WORLD_SPACE\n    pos = cc_matWorld * pos;\n    velocity = cc_matWorld * velocity;\n#endif\n    float vertOffset = (a_texCoord.x - 0.5) * a_texCoord.y;\n    vec3 camUp = normalize(cross(pos.xyz - cc_cameraPos.xyz, velocity.xyz));\n    pos.xyz += camUp * vertOffset;\n    pos = cc_matViewProj * pos;\n    uv = a_texCoord.zw * mainTiling_Offset.xy + mainTiling_Offset.zw;;\n    color = a_color;\n#if CC_DRAW_WIRE_FRAME\n    vBarycentric = a_texCoord2;\n#endif\n    return pos;\n}\nvoid main() { gl_Position = vs_main(); }",
                "frag": "\nprecision mediump float;\nvec4 CCFragOutput (vec4 color) {\n  #if OUTPUT_TO_GAMMA\n    color.rgb = sqrt(color.rgb);\n  #endif\n\treturn color;\n}\nin vec2 uv;\nin vec4 color;\n#if CC_DRAW_WIRE_FRAME\n  in vec3 vBarycentric;\n#endif\nuniform sampler2D mainTexture;\nuniform FragConstants {\n  vec4 tintColor;\n};\nvec4 multiply () {\n  vec4 col;\n  vec4 texColor = texture(mainTexture, uv);\n  col.rgb = tintColor.rgb * texColor.rgb * color.rgb * vec3(2.0);\n  col.a = (1.0 - texColor.a) * (tintColor.a * color.a * 2.0);\n  #if CC_DRAW_WIRE_FRAME\n      if (any(lessThan(vBarycentric, vec3(0.02)))) {\n          col = vec4(0., 1., 1., col.a);\n      }\n  #endif\n  return CCFragOutput(col);\n}\nout vec4 cc_FragColor;\nvoid main() { cc_FragColor = multiply(); }"
              },
              "glsl1": {
                "vert": "\nprecision mediump float;\nuniform vec4 mainTiling_Offset;\nuniform mat4 cc_matViewProj;\nuniform vec4 cc_cameraPos;\nuniform mat4 cc_matWorld;\nvarying vec2 uv;\nvarying vec4 color;\nattribute vec3 a_position;\nattribute vec4 a_texCoord;\nattribute vec3 a_texCoord1;\nattribute vec3 a_texCoord2;\nattribute vec4 a_color;\n#if CC_DRAW_WIRE_FRAME\n    varying vec3 vBarycentric;\n#endif\nvec4 vs_main() {\n    highp vec4 pos = vec4(a_position, 1);\n    vec4 velocity = vec4(a_texCoord1.xyz, 0);\n#if !CC_USE_WORLD_SPACE\n    pos = cc_matWorld * pos;\n    velocity = cc_matWorld * velocity;\n#endif\n    float vertOffset = (a_texCoord.x - 0.5) * a_texCoord.y;\n    vec3 camUp = normalize(cross(pos.xyz - cc_cameraPos.xyz, velocity.xyz));\n    pos.xyz += camUp * vertOffset;\n    pos = cc_matViewProj * pos;\n    uv = a_texCoord.zw * mainTiling_Offset.xy + mainTiling_Offset.zw;;\n    color = a_color;\n#if CC_DRAW_WIRE_FRAME\n    vBarycentric = a_texCoord2;\n#endif\n    return pos;\n}\nvoid main() { gl_Position = vs_main(); }",
                "frag": "\nprecision mediump float;\nvec4 CCFragOutput (vec4 color) {\n  #if OUTPUT_TO_GAMMA\n    color.rgb = sqrt(color.rgb);\n  #endif\n\treturn color;\n}\nvarying vec2 uv;\nvarying vec4 color;\n#if CC_DRAW_WIRE_FRAME\n  varying vec3 vBarycentric;\n#endif\nuniform sampler2D mainTexture;\nuniform vec4 tintColor;\nvec4 multiply () {\n  vec4 col;\n  vec4 texColor = texture2D(mainTexture, uv);\n  col.rgb = tintColor.rgb * texColor.rgb * color.rgb * vec3(2.0);\n  col.a = (1.0 - texColor.a) * (tintColor.a * color.a * 2.0);\n  #if CC_DRAW_WIRE_FRAME\n      if (any(lessThan(vBarycentric, vec3(0.02)))) {\n          col = vec4(0., 1., 1., col.a);\n      }\n  #endif\n  return CCFragOutput(col);\n}\nvoid main() { gl_FragColor = multiply(); }"
              },
              "builtins": {
                "globals": {
                  "blocks": [
                    {
                      "name": "CCGlobal",
                      "defines": []
                    }
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              "defines": [
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                  "defines": []
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                  "name": "FragConstants",
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                  "members": [
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                      "name": "tintColor",
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                      "count": 1
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                  "defines": []
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              "samplers": [
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              "record": null,
              "name": "builtin-3d-trail|particle-trail:vs_main|no-tint-fs:addSmooth",
              "glsl3": {
                "vert": "\nprecision mediump float;\nuniform Constants{\n    vec4 mainTiling_Offset;\n    vec4 frameTile_velLenScale;\n    vec4 scale;\n};\nuniform CCGlobal {\n  mat4 cc_matView;\n  mat4 cc_matViewInv;\n  mat4 cc_matProj;\n  mat4 cc_matProjInv;\n  mat4 cc_matViewProj;\n  mat4 cc_matViewProjInv;\n  vec4 cc_cameraPos;\n  vec4 cc_time;\n  mediump vec4 cc_screenSize;\n  mediump vec4 cc_screenScale;\n};\nuniform CCLocal {\n  mat4 cc_matWorld;\n  mat4 cc_matWorldIT;\n};\nout vec2 uv;\nout vec4 color;\nin vec3 a_position;\nin vec4 a_texCoord;\nin vec3 a_texCoord1;\nin vec3 a_texCoord2;\nin vec4 a_color;\n#if CC_DRAW_WIRE_FRAME\n    out vec3 vBarycentric;\n#endif\nvec4 vs_main() {\n    highp vec4 pos = vec4(a_position, 1);\n    vec4 velocity = vec4(a_texCoord1.xyz, 0);\n#if !CC_USE_WORLD_SPACE\n    pos = cc_matWorld * pos;\n    velocity = cc_matWorld * velocity;\n#endif\n    float vertOffset = (a_texCoord.x - 0.5) * a_texCoord.y;\n    vec3 camUp = normalize(cross(pos.xyz - cc_cameraPos.xyz, velocity.xyz));\n    pos.xyz += camUp * vertOffset;\n    pos = cc_matViewProj * pos;\n    uv = a_texCoord.zw * mainTiling_Offset.xy + mainTiling_Offset.zw;;\n    color = a_color;\n#if CC_DRAW_WIRE_FRAME\n    vBarycentric = a_texCoord2;\n#endif\n    return pos;\n}\nvoid main() { gl_Position = vs_main(); }",
                "frag": "\nprecision mediump float;\nvec4 CCFragOutput (vec4 color) {\n  #if OUTPUT_TO_GAMMA\n    color.rgb = sqrt(color.rgb);\n  #endif\n\treturn color;\n}\nin vec2 uv;\nin vec4 color;\nuniform sampler2D mainTexture;\nvec4 addSmooth () {\n  vec4 col = color * texture(mainTexture, uv);\n  col.rgb *= col.a;\n  return CCFragOutput(col);\n}\nout vec4 cc_FragColor;\nvoid main() { cc_FragColor = addSmooth(); }"
              },
              "glsl1": {
                "vert": "\nprecision mediump float;\nuniform vec4 mainTiling_Offset;\nuniform mat4 cc_matViewProj;\nuniform vec4 cc_cameraPos;\nuniform mat4 cc_matWorld;\nvarying vec2 uv;\nvarying vec4 color;\nattribute vec3 a_position;\nattribute vec4 a_texCoord;\nattribute vec3 a_texCoord1;\nattribute vec3 a_texCoord2;\nattribute vec4 a_color;\n#if CC_DRAW_WIRE_FRAME\n    varying vec3 vBarycentric;\n#endif\nvec4 vs_main() {\n    highp vec4 pos = vec4(a_position, 1);\n    vec4 velocity = vec4(a_texCoord1.xyz, 0);\n#if !CC_USE_WORLD_SPACE\n    pos = cc_matWorld * pos;\n    velocity = cc_matWorld * velocity;\n#endif\n    float vertOffset = (a_texCoord.x - 0.5) * a_texCoord.y;\n    vec3 camUp = normalize(cross(pos.xyz - cc_cameraPos.xyz, velocity.xyz));\n    pos.xyz += camUp * vertOffset;\n    pos = cc_matViewProj * pos;\n    uv = a_texCoord.zw * mainTiling_Offset.xy + mainTiling_Offset.zw;;\n    color = a_color;\n#if CC_DRAW_WIRE_FRAME\n    vBarycentric = a_texCoord2;\n#endif\n    return pos;\n}\nvoid main() { gl_Position = vs_main(); }",
                "frag": "\nprecision mediump float;\nvec4 CCFragOutput (vec4 color) {\n  #if OUTPUT_TO_GAMMA\n    color.rgb = sqrt(color.rgb);\n  #endif\n\treturn color;\n}\nvarying vec2 uv;\nvarying vec4 color;\nuniform sampler2D mainTexture;\nvec4 addSmooth () {\n  vec4 col = color * texture2D(mainTexture, uv);\n  col.rgb *= col.a;\n  return CCFragOutput(col);\n}\nvoid main() { gl_FragColor = addSmooth(); }"
              },
              "builtins": {
                "globals": {
                  "blocks": [
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                      "name": "CCGlobal",
                      "defines": []
                    }
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              "defines": [
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                  "type": "boolean",
                  "defines": []
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                  "name": "CC_USE_WORLD_SPACE",
                  "type": "boolean",
                  "defines": []
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                  "type": "boolean",
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                      "name": "frameTile_velLenScale",
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                      "count": 1
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                      "name": "scale",
                      "type": 16,
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              "hash": 2717357054,
              "record": null,
              "name": "builtin-3d-trail|particle-trail:vs_main|no-tint-fs:premultiplied",
              "glsl3": {
                "vert": "\nprecision mediump float;\nuniform Constants{\n    vec4 mainTiling_Offset;\n    vec4 frameTile_velLenScale;\n    vec4 scale;\n};\nuniform CCGlobal {\n  mat4 cc_matView;\n  mat4 cc_matViewInv;\n  mat4 cc_matProj;\n  mat4 cc_matProjInv;\n  mat4 cc_matViewProj;\n  mat4 cc_matViewProjInv;\n  vec4 cc_cameraPos;\n  vec4 cc_time;\n  mediump vec4 cc_screenSize;\n  mediump vec4 cc_screenScale;\n};\nuniform CCLocal {\n  mat4 cc_matWorld;\n  mat4 cc_matWorldIT;\n};\nout vec2 uv;\nout vec4 color;\nin vec3 a_position;\nin vec4 a_texCoord;\nin vec3 a_texCoord1;\nin vec3 a_texCoord2;\nin vec4 a_color;\n#if CC_DRAW_WIRE_FRAME\n    out vec3 vBarycentric;\n#endif\nvec4 vs_main() {\n    highp vec4 pos = vec4(a_position, 1);\n    vec4 velocity = vec4(a_texCoord1.xyz, 0);\n#if !CC_USE_WORLD_SPACE\n    pos = cc_matWorld * pos;\n    velocity = cc_matWorld * velocity;\n#endif\n    float vertOffset = (a_texCoord.x - 0.5) * a_texCoord.y;\n    vec3 camUp = normalize(cross(pos.xyz - cc_cameraPos.xyz, velocity.xyz));\n    pos.xyz += camUp * vertOffset;\n    pos = cc_matViewProj * pos;\n    uv = a_texCoord.zw * mainTiling_Offset.xy + mainTiling_Offset.zw;;\n    color = a_color;\n#if CC_DRAW_WIRE_FRAME\n    vBarycentric = a_texCoord2;\n#endif\n    return pos;\n}\nvoid main() { gl_Position = vs_main(); }",
                "frag": "\nprecision mediump float;\nvec4 CCFragOutput (vec4 color) {\n  #if OUTPUT_TO_GAMMA\n    color.rgb = sqrt(color.rgb);\n  #endif\n\treturn color;\n}\nin vec2 uv;\nin vec4 color;\nuniform sampler2D mainTexture;\nvec4 premultiplied () {\n  vec4 col = color * texture(mainTexture, uv) * color.a;\n  return CCFragOutput(col);\n}\nout vec4 cc_FragColor;\nvoid main() { cc_FragColor = premultiplied(); }"
              },
              "glsl1": {
                "vert": "\nprecision mediump float;\nuniform vec4 mainTiling_Offset;\nuniform mat4 cc_matViewProj;\nuniform vec4 cc_cameraPos;\nuniform mat4 cc_matWorld;\nvarying vec2 uv;\nvarying vec4 color;\nattribute vec3 a_position;\nattribute vec4 a_texCoord;\nattribute vec3 a_texCoord1;\nattribute vec3 a_texCoord2;\nattribute vec4 a_color;\n#if CC_DRAW_WIRE_FRAME\n    varying vec3 vBarycentric;\n#endif\nvec4 vs_main() {\n    highp vec4 pos = vec4(a_position, 1);\n    vec4 velocity = vec4(a_texCoord1.xyz, 0);\n#if !CC_USE_WORLD_SPACE\n    pos = cc_matWorld * pos;\n    velocity = cc_matWorld * velocity;\n#endif\n    float vertOffset = (a_texCoord.x - 0.5) * a_texCoord.y;\n    vec3 camUp = normalize(cross(pos.xyz - cc_cameraPos.xyz, velocity.xyz));\n    pos.xyz += camUp * vertOffset;\n    pos = cc_matViewProj * pos;\n    uv = a_texCoord.zw * mainTiling_Offset.xy + mainTiling_Offset.zw;;\n    color = a_color;\n#if CC_DRAW_WIRE_FRAME\n    vBarycentric = a_texCoord2;\n#endif\n    return pos;\n}\nvoid main() { gl_Position = vs_main(); }",
                "frag": "\nprecision mediump float;\nvec4 CCFragOutput (vec4 color) {\n  #if OUTPUT_TO_GAMMA\n    color.rgb = sqrt(color.rgb);\n  #endif\n\treturn color;\n}\nvarying vec2 uv;\nvarying vec4 color;\nuniform sampler2D mainTexture;\nvec4 premultiplied () {\n  vec4 col = color * texture2D(mainTexture, uv) * color.a;\n  return CCFragOutput(col);\n}\nvoid main() { gl_FragColor = premultiplied(); }"
              },
              "builtins": {
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                      "name": "CCLocal",
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              "defines": [
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                  "name": "CC_DRAW_WIRE_FRAME",
                  "type": "boolean",
                  "defines": []
                },
                {
                  "name": "CC_USE_WORLD_SPACE",
                  "type": "boolean",
                  "defines": []
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                {
                  "name": "OUTPUT_TO_GAMMA",
                  "type": "boolean",
                  "defines": []
                }
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                  "members": [
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          [
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              "name": "add",
              "passes": [
                {
                  "program": "builtin-3d-trail|particle-trail:vs_main|tinted-fs:add",
                  "rasterizerState": {
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