{
  "__type__": "cc.EffectAsset",
  "_name": "builtin-terrain",
  "_objFlags": 0,
  "_native": "",
  "techniques": [
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      "passes": [
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          "program": "builtin-terrain|terrain-vs|terrain-fs",
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          "blendState": {
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          "program": "builtin-terrain|terrain-vs|terrain-fs",
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          "phase": "forward-add",
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          "embeddedMacros": {
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                "blendSrc": 1,
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  "shaders": [
    {
      "hash": 1309646336,
      "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}\nlayout(location = 0) out float v_fog_factor;\nlayout(location = 1) out highp vec4 v_shadowPos;\nlayout(set = 0, binding = 2) uniform CCShadow {\n  highp mat4 cc_matLightPlaneProj;\n  highp mat4 cc_matLightView;\n  highp mat4 cc_matLightViewProj;\n  lowp  vec4 cc_shadowNFLSInfo;\n  lowp  vec4 cc_shadowWHPBInfo;\n  lowp  vec4 cc_shadowLPNNInfo;\n  lowp  vec4 cc_shadowColor;\n};\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#endif\nlayout(location = 0) in vec3 a_position;\nlayout(location = 1) in vec3 a_normal;\nlayout(location = 2) in vec2 a_texCoord;\nlayout(location = 2) out highp vec3 v_position;\nlayout(location = 3) out mediump vec3 v_normal;\n#if USE_NORMALMAP\n  layout(location = 4) out mediump vec3 v_tangent;\n  layout(location = 5) out mediump vec3 v_binormal;\n#endif\nlayout(location = 6) out mediump vec2 uvw;\nlayout(location = 7) out mediump vec2 uv0;\nlayout(location = 8) out mediump vec2 uv1;\nlayout(location = 9) out mediump vec2 uv2;\nlayout(location = 10) out mediump vec2 uv3;\nlayout(location = 11) out mediump vec3 luv;\nlayout(location = 12) out mediump vec3 diffuse;\nlayout(set = 1, binding = 0) uniform TexCoords {\n  vec4 UVScale;\n  vec4 lightMapUVParam;\n};\nvoid main () {\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.xy = lightMapUVParam.xy + a_texCoord * lightMapUVParam.zw;\n    luv.z = lightMapUVParam.z;\n  #endif\n  v_position = worldPos;\n  v_normal = a_normal;\n    #if CC_USE_FOG == 0\n      v_fog_factor = LinearFog(vec4(worldPos, 1.0));\n    #elif CC_USE_FOG == 1\n      v_fog_factor = ExpFog(vec4(worldPos, 1.0));\n    #elif CC_USE_FOG == 2\n      v_fog_factor = ExpSquaredFog(vec4(worldPos, 1.0));\n    #elif CC_USE_FOG == 3\n      v_fog_factor = LayeredFog(vec4(worldPos, 1.0));\n    #else\n      v_fog_factor = 1.0;\n    #endif\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  gl_Position = pos;\n}",
        "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}\nlayout(set = 0, binding = 2) uniform CCShadow {\n  highp mat4 cc_matLightPlaneProj;\n  highp mat4 cc_matLightView;\n  highp mat4 cc_matLightViewProj;\n  lowp  vec4 cc_shadowNFLSInfo;\n  lowp  vec4 cc_shadowWHPBInfo;\n  lowp  vec4 cc_shadowLPNNInfo;\n  lowp  vec4 cc_shadowColor;\n};\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 CCGetLinearDepth (vec3 worldPos) {\n    vec4 viewStartPos = cc_matLightView * vec4(worldPos.xyz, 1.0);\n    float dist = length(viewStartPos.xyz);\n    return cc_shadowNFLSInfo.x + (-dist / (cc_shadowNFLSInfo.y - cc_shadowNFLSInfo.x));\n  }\n  float CCGetShadowFactorHard (vec4 shadowPos) {\n    vec3 clipPos = shadowPos.xyz / 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 1.0; }\n    clipPos.xy = cc_cameraPos.w == 1.0 ? vec2(clipPos.xy.x, 1.0 - clipPos.xy.y) : clipPos.xy;\n    float shadow = 0.0;\n    float closestDepth = 0.0;\n    if (cc_shadowLPNNInfo.y > 0.000001) {\n      closestDepth = dot(texture(cc_shadowMap, clipPos.xy), vec4(1.0, 1.0 / 255.0, 1.0 / 65025.0, 1.0 / 160581375.0));\n    } else {\n      closestDepth = texture(cc_shadowMap, clipPos.xy).x;\n    }\n    shadow = step(clipPos.z- cc_shadowWHPBInfo.w, closestDepth);\n    return shadow;\n  }\n  float CCGetShadowFactorSoft (vec4 shadowPos) {\n    vec3 clipPos = shadowPos.xyz / 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 1.0; }\n    clipPos.xy = cc_cameraPos.w == 1.0 ? vec2(clipPos.xy.x, 1.0 - clipPos.xy.y) : clipPos.xy;\n    float offsetDepth = clipPos.z - cc_shadowWHPBInfo.w;\n    vec2 oneTap = 1.0 / cc_shadowWHPBInfo.xy;\n    vec2 clipPos_offset = clipPos.xy + oneTap;\n    float block0, block1, block2, block3;\n    if (cc_shadowLPNNInfo.y > 0.000001) {\n      block0 = step(offsetDepth, 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      block1 = step(offsetDepth, dot(texture(cc_shadowMap, vec2(clipPos_offset.x, clipPos.y)), vec4(1.0, 1.0 / 255.0, 1.0 / 65025.0, 1.0 / 160581375.0)));\n      block2 = step(offsetDepth, dot(texture(cc_shadowMap, vec2(clipPos.x, clipPos_offset.y)), vec4(1.0, 1.0 / 255.0, 1.0 / 65025.0, 1.0 / 160581375.0)));\n      block3 = step(offsetDepth, dot(texture(cc_shadowMap, vec2(clipPos_offset.x, clipPos_offset.y)), vec4(1.0, 1.0 / 255.0, 1.0 / 65025.0, 1.0 / 160581375.0)));\n    } else {\n      block0 = step(offsetDepth, texture(cc_shadowMap, vec2(clipPos.x, clipPos.y)).x);\n      block1 = step(offsetDepth, texture(cc_shadowMap, vec2(clipPos_offset.x, clipPos.y)).x);\n      block2 = step(offsetDepth, texture(cc_shadowMap, vec2(clipPos.x, clipPos_offset.y)).x);\n      block3 = step(offsetDepth, texture(cc_shadowMap, vec2(clipPos_offset.x, clipPos_offset.y)).x);\n    }\n    float coefX   = mod(clipPos.x, oneTap.x) * cc_shadowWHPBInfo.x;\n    float resultX = mix(block0, block1, coefX);\n    float resultY = mix(block2, block3, coefX);\n    float coefY   = mod(clipPos.y, oneTap.y) * cc_shadowWHPBInfo.y;\n    return mix(resultX, resultY, coefY);\n  }\n  float CCGetShadowFactorSoft2X (vec4 shadowPos) {\n    vec3 clipPos = shadowPos.xyz / 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 1.0; }\n    clipPos.xy = cc_cameraPos.w == 1.0 ? vec2(clipPos.xy.x, 1.0 - clipPos.xy.y) : clipPos.xy;\n    float bias = cc_shadowWHPBInfo.w;\n    float offsetDepth = clipPos.z - bias;\n    vec2 mapSize = cc_shadowWHPBInfo.xy;\n    vec2 oneTap = 1.0 / mapSize;\n    float clipPos_offset_L = clipPos.x - oneTap.x;\n    float clipPos_offset_R = clipPos.x + oneTap.x;\n    float clipPos_offset_U = clipPos.y - oneTap.y;\n    float clipPos_offset_D = clipPos.y + oneTap.y;\n    float block0, block1, block2, block3, block4, block5, block6, block7, block8;\n    if (cc_shadowLPNNInfo.y > 0.000001) {\n      block0 = step(offsetDepth, dot(texture(cc_shadowMap, vec2(clipPos_offset_L, clipPos_offset_U)), vec4(1.0, 1.0 / 255.0, 1.0 / 65025.0, 1.0 / 160581375.0)));\n      block1 = step(offsetDepth, dot(texture(cc_shadowMap, vec2(clipPos.x, clipPos_offset_U)), vec4(1.0, 1.0 / 255.0, 1.0 / 65025.0, 1.0 / 160581375.0)));\n      block2 = step(offsetDepth, dot(texture(cc_shadowMap, vec2(clipPos_offset_R, clipPos_offset_U)), vec4(1.0, 1.0 / 255.0, 1.0 / 65025.0, 1.0 / 160581375.0)));\n      block3 = step(offsetDepth, dot(texture(cc_shadowMap, vec2(clipPos_offset_L, clipPos.y)), vec4(1.0, 1.0 / 255.0, 1.0 / 65025.0, 1.0 / 160581375.0)));\n      block4 = step(offsetDepth, 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      block5 = step(offsetDepth, dot(texture(cc_shadowMap, vec2(clipPos_offset_R, clipPos.y)), vec4(1.0, 1.0 / 255.0, 1.0 / 65025.0, 1.0 / 160581375.0)));\n      block6 = step(offsetDepth, dot(texture(cc_shadowMap, vec2(clipPos_offset_L, clipPos_offset_D)), vec4(1.0, 1.0 / 255.0, 1.0 / 65025.0, 1.0 / 160581375.0)));\n      block7 = step(offsetDepth, dot(texture(cc_shadowMap, vec2(clipPos.x, clipPos_offset_D)), vec4(1.0, 1.0 / 255.0, 1.0 / 65025.0, 1.0 / 160581375.0)));\n      block8 = step(offsetDepth, dot(texture(cc_shadowMap, vec2(clipPos_offset_R, clipPos_offset_D)), vec4(1.0, 1.0 / 255.0, 1.0 / 65025.0, 1.0 / 160581375.0)));\n    } else {\n      block0 = step(offsetDepth, texture(cc_shadowMap, vec2(clipPos_offset_L, clipPos_offset_U)).x);\n      block1 = step(offsetDepth, texture(cc_shadowMap, vec2(clipPos.x, clipPos_offset_U)).x);\n      block2 = step(offsetDepth, texture(cc_shadowMap, vec2(clipPos_offset_R, clipPos_offset_U)).x);\n      block3 = step(offsetDepth, texture(cc_shadowMap, vec2(clipPos_offset_L, clipPos.y)).x);\n      block4 = step(offsetDepth, texture(cc_shadowMap, vec2(clipPos.x, clipPos.y)).x);\n      block5 = step(offsetDepth, texture(cc_shadowMap, vec2(clipPos_offset_R, clipPos.y)).x);\n      block6 = step(offsetDepth, texture(cc_shadowMap, vec2(clipPos_offset_L, clipPos_offset_D)).x);\n      block7 = step(offsetDepth, texture(cc_shadowMap, vec2(clipPos.x, clipPos_offset_D)).x);\n      block8 = step(offsetDepth, texture(cc_shadowMap, vec2(clipPos_offset_R, clipPos_offset_D)).x);\n    }\n    float coefX = mod(clipPos.x, oneTap.x) * mapSize.x;\n    float coefY = mod(clipPos.y, oneTap.y) * mapSize.y;\n    float shadow = 0.0;\n    float resultX = mix(block0, block1, coefX);\n    float resultY = mix(block3, block4, coefX);\n    shadow += mix(resultX , resultY, coefY);\n    resultX = mix(block1, block2, coefX);\n    resultY = mix(block4, block5, coefX);\n    shadow += mix(resultX , resultY, coefY);\n    resultX = mix(block3, block4, coefX);\n    resultY = mix(block6, block7, coefX);\n    shadow += mix(resultX, resultY, coefY);\n    resultX = mix(block4, block5, coefX);\n    resultY = mix(block7, block8, coefX);\n    shadow += mix(resultX, resultY, coefY);\n    return shadow * 0.25;\n  }\n  float CCGetSpotLightShadowFactorHard (vec4 shadowPos, vec3 worldPos) {\n    vec3 clipPos = shadowPos.xyz / 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 1.0; }\n    clipPos.xy = cc_cameraPos.w == 1.0 ? vec2(clipPos.xy.x, 1.0 - clipPos.xy.y) : clipPos.xy;\n    float shadow = 0.0;\n    float closestDepth = 0.0;\n    float depth = 0.0;\n    if (cc_shadowNFLSInfo.z > 0.000001) {\n      depth = CCGetLinearDepth(worldPos);\n    } else {\n      depth = clipPos.z;\n    }\n    if (cc_shadowLPNNInfo.y > 0.000001) {\n      closestDepth = dot(texture(cc_spotLightingMap, clipPos.xy), vec4(1.0, 1.0 / 255.0, 1.0 / 65025.0, 1.0 / 160581375.0));\n    } else {\n      closestDepth = texture(cc_spotLightingMap, clipPos.xy).x;\n    }\n    shadow = step(depth - cc_shadowWHPBInfo.w, closestDepth);\n    return shadow;\n  }\n  float CCGetSpotLightShadowFactorSoft (vec4 shadowPos, vec3 worldPos) {\n    vec3 clipPos = shadowPos.xyz / 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 1.0; }\n    clipPos.xy = cc_cameraPos.w == 1.0 ? vec2(clipPos.xy.x, 1.0 - clipPos.xy.y) : clipPos.xy;\n    float offsetx = 1.0 / cc_shadowWHPBInfo.x;\n    float offsety = 1.0 / cc_shadowWHPBInfo.y;\n    float shadow = 0.0;\n    float depth = 0.0;\n    if (cc_shadowNFLSInfo.z > 0.000001) {\n      depth = CCGetLinearDepth(worldPos);\n    } else {\n      depth = clipPos.z;\n    }\n    float offsetDepth = depth - cc_shadowWHPBInfo.w;\n    if (cc_shadowLPNNInfo.y > 0.000001) {\n      float 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(offsetDepth, closestDepth);\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(offsetDepth, closestDepth);\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(offsetDepth, closestDepth);\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(offsetDepth, closestDepth);\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(offsetDepth, closestDepth);\n    } else {\n      float closestDepth = texture(cc_spotLightingMap, vec2(clipPos.x - offsetx, clipPos.y - offsety)).x;\n      shadow += step(offsetDepth, closestDepth);\n      closestDepth = texture(cc_spotLightingMap, vec2(clipPos.x - offsetx, clipPos.y + offsety)).x;\n      shadow += step(offsetDepth, closestDepth);\n      closestDepth = texture(cc_spotLightingMap, vec2(clipPos.x, clipPos.y)).x;\n      shadow += step(offsetDepth, closestDepth);\n      closestDepth = texture(cc_spotLightingMap, vec2(clipPos.x + offsetx, clipPos.y - offsety)).x;\n      shadow += step(offsetDepth, closestDepth);\n      closestDepth = texture(cc_spotLightingMap, vec2(clipPos.x + offsetx, clipPos.y + offsety)).x;\n      shadow += step(offsetDepth, closestDepth);\n    }\n    return shadow / 5.0;\n  }\n  float CCGetSpotLightShadowFactorSoft2X (vec4 shadowPos, vec3 worldPos) {\n    vec3 clipPos = shadowPos.xyz / 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 1.0; }\n    clipPos.xy = cc_cameraPos.w == 1.0 ? vec2(clipPos.xy.x, 1.0 - clipPos.xy.y) : clipPos.xy;\n    float offsetx = 1.0 / cc_shadowWHPBInfo.x;\n    float offsety = 1.0 / cc_shadowWHPBInfo.y;\n    float shadow = 0.0;\n    float depth = 0.0;\n    if (cc_shadowNFLSInfo.z > 0.000001) {\n      depth = CCGetLinearDepth(worldPos);\n    } else {\n      depth = clipPos.z;\n    }\n    float offsetDepth = depth - cc_shadowWHPBInfo.w;\n    if (cc_shadowLPNNInfo.y > 0.000001) {\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(offsetDepth, closestDepth);\n        }\n      }\n    } else {\n      for (int i = -1; i <= 1; i++) {\n        for (int j = -1; j <= 1; j++) {\n          float closestDepth = texture(cc_spotLightingMap, clipPos.xy + vec2(i, j) * vec2(offsetx, offsety)).x;\n          shadow += step(offsetDepth, closestDepth);\n        }\n      }\n    }\n    return shadow / 9.0;\n  }\n#endif\n#if CC_USE_IBL\n  layout(set = 0, binding = 4) uniform samplerCube cc_environment;\n  vec3 unpackRGBE (vec4 rgbe) {\n    return rgbe.rgb * pow(1.1, rgbe.a * 255.0 - 128.0);\n  }\n  vec4 fragTextureLod (sampler2D tex, vec2 coord, float lod) {\n      return textureLod(tex, coord, lod);\n  }\n  vec4 fragTextureLod (samplerCube tex, vec3 coord, float lod) {\n      return textureLod(tex, coord, lod);\n  }\n#endif\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  vec3 lightmap;\n  float lightmap_test;\n  float roughness;\n  float metallic;\n  float occlusion;\n};\nvec4 CCStandardShadingBase (StandardSurface s, vec4 shadowPos) {\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)), 0.0);\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), 0.0);\n  vec3 finalColor = NL * cc_mainLitColor.rgb * cc_mainLitColor.w;\n  vec3 diffuseContrib = diffuse;\n  #if USE_LIGHTMAP && !USE_BATCHING && !CC_FORWARD_ADD\n    if (s.lightmap_test > 0.0001) {\n      finalColor = s.lightmap.rgb;\n    }\n  #else\n    diffuseContrib /= 3.14159265359;\n  #endif\n  vec3 specularContrib = specular * CalcSpecular(s.roughness, NH, H, N);\n  vec3 dirlightContrib = (diffuseContrib + specularContrib);\n  float shadow = 1.0;\n  #if CC_RECEIVE_SHADOW\n    if (NL > 0.0) {\n      {\n        float pcf = cc_shadowWHPBInfo.z;\n        vec3 projWorldPos = shadowPos.xyz + (1.0 - NL) * cc_shadowLPNNInfo.z * N;\n        vec4 pos = vec4(projWorldPos.xyz, shadowPos.w);\n        if (pcf > 1.9) shadow = CCGetShadowFactorSoft2X(pos);\n        else if (pcf > 0.9) shadow = CCGetShadowFactorSoft(pos);\n        else shadow = CCGetShadowFactorHard(pos);\n        shadow = mix(shadow, 1.0, cc_shadowNFLSInfo.w);\n      }\n    }\n  #endif\n  dirlightContrib *= shadow;\n  finalColor *= dirlightContrib;\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) * s.occlusion;\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 * s.occlusion;\n  #endif\n  #if CC_USE_HDR\n    s.emissive *= cc_exposure.w;\n  #endif\n  finalColor += s.emissive;\n  return vec4(finalColor, s.albedo.a);\n}\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 = 0) in float v_fog_factor;\nlayout(location = 1) in highp vec4 v_shadowPos;\n#if USE_LIGHTMAP && !USE_BATCHING && !CC_FORWARD_ADD\n  layout(location = 13) in vec3 v_luv;\n  layout(set = 2, binding = 9) uniform sampler2D cc_lightingMap;\n  vec3 UnpackLightingmap(vec4 color) {\n    vec3 c;\n    float e = 1.0 + color.a * (8.0 - 1.0);\n    c.r = color.r * e;\n    c.g = color.g * e;\n    c.b = color.b * e;\n    return c;\n  }\n#endif\nlayout(location = 2) in highp vec3 v_position;\nlayout(location = 3) in mediump vec3 v_normal;\n#if USE_NORMALMAP\n  layout(location = 4) in mediump vec3 v_tangent;\n  layout(location = 5) in mediump vec3 v_binormal;\n#endif\nlayout(location = 6) in mediump vec2 uvw;\nlayout(location = 7) in mediump vec2 uv0;\nlayout(location = 8) in mediump vec2 uv1;\nlayout(location = 9) in mediump vec2 uv2;\nlayout(location = 10) in mediump vec2 uv3;\nlayout(location = 12) in mediump vec3 diffuse;\nlayout(location = 11) in mediump vec3 luv;\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    vec4 lightColor = texture(lightMap, luv.xy);\n    s.lightmap = UnpackLightingmap(lightColor);\n    s.lightmap_test = luv.z;\n  #endif\n}\n#if CC_FORWARD_ADD\n  #if CC_PIPELINE_TYPE == 0\n  # define LIGHTS_PER_PASS 1\n  #else\n  # define LIGHTS_PER_PASS 10\n  #endif\n  layout(set = 2, binding = 1) uniform CCForwardLight {\n    highp vec4 cc_lightPos[LIGHTS_PER_PASS];\n    vec4 cc_lightColor[LIGHTS_PER_PASS];\n    vec4 cc_lightSizeRangeAngle[LIGHTS_PER_PASS];\n    vec4 cc_lightDir[LIGHTS_PER_PASS];\n  };\n  float 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  }\n  float 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  }\n  float 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 CCStandardShadingAdditive (StandardSurface s, vec4 shadowPos) {\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    int numLights = CC_PIPELINE_TYPE == 0 ? LIGHTS_PER_PASS : int(cc_lightDir[0].w);\n    for (int i = 0; i < LIGHTS_PER_PASS; i++) {\n      if (i >= numLights) break;\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      float shadow = 1.0;\n      #if CC_RECEIVE_SHADOW\n        if (cc_lightPos[i].w > 0.0) {\n          {\n            float pcf = cc_shadowWHPBInfo.z;\n            float cosAngle = clamp(1.0 - dot(N, normalize(cc_lightPos[i].xyz - s.position.xyz)), 0.0, 1.0);\n            vec3 projWorldPos = shadowPos.xyz + cosAngle * cc_shadowLPNNInfo.z * N;\n            vec4 pos = vec4(projWorldPos.xyz, shadowPos.w);\n            if (pcf > 1.9) shadow = CCGetSpotLightShadowFactorSoft2X(pos, s.position);\n            else if (pcf > 0.9) shadow = CCGetSpotLightShadowFactorSoft(pos, s.position);\n            else shadow = CCGetSpotLightShadowFactorHard(pos, s.position);\n          }\n        }\n      #endif\n      lightColor *= shadow;\n      finalColor += SNL * lightColor * cc_lightColor[i].w * illum * att * (diffuseContrib + lspec);\n    }\n    return vec4(finalColor, 0.0);\n  }\n  layout(location = 0) out vec4 fragColorX;\n  void main () {\n    StandardSurface s; surf(s);\n    vec4 color = CCStandardShadingAdditive(s, v_shadowPos);\n    color = vec4(mix(CC_FORWARD_ADD > 0 ? vec3(0.0) : cc_fogColor.rgb, color.rgb, v_fog_factor), color.a);\n    fragColorX = CCFragOutput(color);\n  }\n#elif (CC_PIPELINE_TYPE == 0 || CC_STANDARD_TRANSPARENT)\n  layout(location = 0) out vec4 fragColorX;\n  void main () {\n    StandardSurface s; surf(s);\n    vec4 color = CCStandardShadingBase(s, v_shadowPos);\n    color = vec4(mix(CC_FORWARD_ADD > 0 ? vec3(0.0) : cc_fogColor.rgb, color.rgb, v_fog_factor), color.a);\n    fragColorX = CCFragOutput(color);\n  }\n#elif CC_PIPELINE_TYPE == 1\n  layout(location = 0) out vec4 fragColor0;\n  layout(location = 1) out vec4 fragColor1;\n  layout(location = 2) out vec4 fragColor2;\n  layout(location = 3) out vec4 fragColor3;\n  void main () {\n    StandardSurface s; surf(s);\n    fragColor0 = s.albedo;\n    fragColor1 = vec4(s.position, s.roughness);\n    fragColor2 = vec4(s.normal, s.metallic);\n    fragColor3 = vec4(s.emissive, s.occlusion);\n  }\n#endif"
      },
      "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}\nout float v_fog_factor;\nout highp vec4 v_shadowPos;\nlayout(std140) uniform CCShadow {\n  highp mat4 cc_matLightPlaneProj;\n  highp mat4 cc_matLightView;\n  highp mat4 cc_matLightViewProj;\n  lowp  vec4 cc_shadowNFLSInfo;\n  lowp  vec4 cc_shadowWHPBInfo;\n  lowp  vec4 cc_shadowLPNNInfo;\n  lowp  vec4 cc_shadowColor;\n};\n#if CC_RECEIVE_SHADOW\n  uniform sampler2D cc_shadowMap;\n  uniform sampler2D cc_spotLightingMap;\n#endif\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 vec3 luv;\nout mediump vec3 diffuse;\nlayout(std140) uniform TexCoords {\n  vec4 UVScale;\n  vec4 lightMapUVParam;\n};\nvoid main () {\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.xy = lightMapUVParam.xy + a_texCoord * lightMapUVParam.zw;\n    luv.z = lightMapUVParam.z;\n  #endif\n  v_position = worldPos;\n  v_normal = a_normal;\n    #if CC_USE_FOG == 0\n      v_fog_factor = LinearFog(vec4(worldPos, 1.0));\n    #elif CC_USE_FOG == 1\n      v_fog_factor = ExpFog(vec4(worldPos, 1.0));\n    #elif CC_USE_FOG == 2\n      v_fog_factor = ExpSquaredFog(vec4(worldPos, 1.0));\n    #elif CC_USE_FOG == 3\n      v_fog_factor = LayeredFog(vec4(worldPos, 1.0));\n    #else\n      v_fog_factor = 1.0;\n    #endif\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  gl_Position = pos;\n}",
        "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}\nlayout(std140) uniform CCShadow {\n  highp mat4 cc_matLightPlaneProj;\n  highp mat4 cc_matLightView;\n  highp mat4 cc_matLightViewProj;\n  lowp  vec4 cc_shadowNFLSInfo;\n  lowp  vec4 cc_shadowWHPBInfo;\n  lowp  vec4 cc_shadowLPNNInfo;\n  lowp  vec4 cc_shadowColor;\n};\n#if CC_RECEIVE_SHADOW\n  uniform sampler2D cc_shadowMap;\n  uniform sampler2D cc_spotLightingMap;\n  float CCGetLinearDepth (vec3 worldPos) {\n    vec4 viewStartPos = cc_matLightView * vec4(worldPos.xyz, 1.0);\n    float dist = length(viewStartPos.xyz);\n    return cc_shadowNFLSInfo.x + (-dist / (cc_shadowNFLSInfo.y - cc_shadowNFLSInfo.x));\n  }\n  float CCGetShadowFactorHard (vec4 shadowPos) {\n    vec3 clipPos = shadowPos.xyz / 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 1.0; }\n    clipPos.xy = cc_cameraPos.w == 1.0 ? vec2(clipPos.xy.x, 1.0 - clipPos.xy.y) : clipPos.xy;\n    float shadow = 0.0;\n    float closestDepth = 0.0;\n    if (cc_shadowLPNNInfo.y > 0.000001) {\n      closestDepth = dot(texture(cc_shadowMap, clipPos.xy), vec4(1.0, 1.0 / 255.0, 1.0 / 65025.0, 1.0 / 160581375.0));\n    } else {\n      closestDepth = texture(cc_shadowMap, clipPos.xy).x;\n    }\n    shadow = step(clipPos.z- cc_shadowWHPBInfo.w, closestDepth);\n    return shadow;\n  }\n  float CCGetShadowFactorSoft (vec4 shadowPos) {\n    vec3 clipPos = shadowPos.xyz / 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 1.0; }\n    clipPos.xy = cc_cameraPos.w == 1.0 ? vec2(clipPos.xy.x, 1.0 - clipPos.xy.y) : clipPos.xy;\n    float offsetDepth = clipPos.z - cc_shadowWHPBInfo.w;\n    vec2 oneTap = 1.0 / cc_shadowWHPBInfo.xy;\n    vec2 clipPos_offset = clipPos.xy + oneTap;\n    float block0, block1, block2, block3;\n    if (cc_shadowLPNNInfo.y > 0.000001) {\n      block0 = step(offsetDepth, 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      block1 = step(offsetDepth, dot(texture(cc_shadowMap, vec2(clipPos_offset.x, clipPos.y)), vec4(1.0, 1.0 / 255.0, 1.0 / 65025.0, 1.0 / 160581375.0)));\n      block2 = step(offsetDepth, dot(texture(cc_shadowMap, vec2(clipPos.x, clipPos_offset.y)), vec4(1.0, 1.0 / 255.0, 1.0 / 65025.0, 1.0 / 160581375.0)));\n      block3 = step(offsetDepth, dot(texture(cc_shadowMap, vec2(clipPos_offset.x, clipPos_offset.y)), vec4(1.0, 1.0 / 255.0, 1.0 / 65025.0, 1.0 / 160581375.0)));\n    } else {\n      block0 = step(offsetDepth, texture(cc_shadowMap, vec2(clipPos.x, clipPos.y)).x);\n      block1 = step(offsetDepth, texture(cc_shadowMap, vec2(clipPos_offset.x, clipPos.y)).x);\n      block2 = step(offsetDepth, texture(cc_shadowMap, vec2(clipPos.x, clipPos_offset.y)).x);\n      block3 = step(offsetDepth, texture(cc_shadowMap, vec2(clipPos_offset.x, clipPos_offset.y)).x);\n    }\n    float coefX   = mod(clipPos.x, oneTap.x) * cc_shadowWHPBInfo.x;\n    float resultX = mix(block0, block1, coefX);\n    float resultY = mix(block2, block3, coefX);\n    float coefY   = mod(clipPos.y, oneTap.y) * cc_shadowWHPBInfo.y;\n    return mix(resultX, resultY, coefY);\n  }\n  float CCGetShadowFactorSoft2X (vec4 shadowPos) {\n    vec3 clipPos = shadowPos.xyz / 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 1.0; }\n    clipPos.xy = cc_cameraPos.w == 1.0 ? vec2(clipPos.xy.x, 1.0 - clipPos.xy.y) : clipPos.xy;\n    float bias = cc_shadowWHPBInfo.w;\n    float offsetDepth = clipPos.z - bias;\n    vec2 mapSize = cc_shadowWHPBInfo.xy;\n    vec2 oneTap = 1.0 / mapSize;\n    float clipPos_offset_L = clipPos.x - oneTap.x;\n    float clipPos_offset_R = clipPos.x + oneTap.x;\n    float clipPos_offset_U = clipPos.y - oneTap.y;\n    float clipPos_offset_D = clipPos.y + oneTap.y;\n    float block0, block1, block2, block3, block4, block5, block6, block7, block8;\n    if (cc_shadowLPNNInfo.y > 0.000001) {\n      block0 = step(offsetDepth, dot(texture(cc_shadowMap, vec2(clipPos_offset_L, clipPos_offset_U)), vec4(1.0, 1.0 / 255.0, 1.0 / 65025.0, 1.0 / 160581375.0)));\n      block1 = step(offsetDepth, dot(texture(cc_shadowMap, vec2(clipPos.x, clipPos_offset_U)), vec4(1.0, 1.0 / 255.0, 1.0 / 65025.0, 1.0 / 160581375.0)));\n      block2 = step(offsetDepth, dot(texture(cc_shadowMap, vec2(clipPos_offset_R, clipPos_offset_U)), vec4(1.0, 1.0 / 255.0, 1.0 / 65025.0, 1.0 / 160581375.0)));\n      block3 = step(offsetDepth, dot(texture(cc_shadowMap, vec2(clipPos_offset_L, clipPos.y)), vec4(1.0, 1.0 / 255.0, 1.0 / 65025.0, 1.0 / 160581375.0)));\n      block4 = step(offsetDepth, 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      block5 = step(offsetDepth, dot(texture(cc_shadowMap, vec2(clipPos_offset_R, clipPos.y)), vec4(1.0, 1.0 / 255.0, 1.0 / 65025.0, 1.0 / 160581375.0)));\n      block6 = step(offsetDepth, dot(texture(cc_shadowMap, vec2(clipPos_offset_L, clipPos_offset_D)), vec4(1.0, 1.0 / 255.0, 1.0 / 65025.0, 1.0 / 160581375.0)));\n      block7 = step(offsetDepth, dot(texture(cc_shadowMap, vec2(clipPos.x, clipPos_offset_D)), vec4(1.0, 1.0 / 255.0, 1.0 / 65025.0, 1.0 / 160581375.0)));\n      block8 = step(offsetDepth, dot(texture(cc_shadowMap, vec2(clipPos_offset_R, clipPos_offset_D)), vec4(1.0, 1.0 / 255.0, 1.0 / 65025.0, 1.0 / 160581375.0)));\n    } else {\n      block0 = step(offsetDepth, texture(cc_shadowMap, vec2(clipPos_offset_L, clipPos_offset_U)).x);\n      block1 = step(offsetDepth, texture(cc_shadowMap, vec2(clipPos.x, clipPos_offset_U)).x);\n      block2 = step(offsetDepth, texture(cc_shadowMap, vec2(clipPos_offset_R, clipPos_offset_U)).x);\n      block3 = step(offsetDepth, texture(cc_shadowMap, vec2(clipPos_offset_L, clipPos.y)).x);\n      block4 = step(offsetDepth, texture(cc_shadowMap, vec2(clipPos.x, clipPos.y)).x);\n      block5 = step(offsetDepth, texture(cc_shadowMap, vec2(clipPos_offset_R, clipPos.y)).x);\n      block6 = step(offsetDepth, texture(cc_shadowMap, vec2(clipPos_offset_L, clipPos_offset_D)).x);\n      block7 = step(offsetDepth, texture(cc_shadowMap, vec2(clipPos.x, clipPos_offset_D)).x);\n      block8 = step(offsetDepth, texture(cc_shadowMap, vec2(clipPos_offset_R, clipPos_offset_D)).x);\n    }\n    float coefX = mod(clipPos.x, oneTap.x) * mapSize.x;\n    float coefY = mod(clipPos.y, oneTap.y) * mapSize.y;\n    float shadow = 0.0;\n    float resultX = mix(block0, block1, coefX);\n    float resultY = mix(block3, block4, coefX);\n    shadow += mix(resultX , resultY, coefY);\n    resultX = mix(block1, block2, coefX);\n    resultY = mix(block4, block5, coefX);\n    shadow += mix(resultX , resultY, coefY);\n    resultX = mix(block3, block4, coefX);\n    resultY = mix(block6, block7, coefX);\n    shadow += mix(resultX, resultY, coefY);\n    resultX = mix(block4, block5, coefX);\n    resultY = mix(block7, block8, coefX);\n    shadow += mix(resultX, resultY, coefY);\n    return shadow * 0.25;\n  }\n  float CCGetSpotLightShadowFactorHard (vec4 shadowPos, vec3 worldPos) {\n    vec3 clipPos = shadowPos.xyz / 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 1.0; }\n    clipPos.xy = cc_cameraPos.w == 1.0 ? vec2(clipPos.xy.x, 1.0 - clipPos.xy.y) : clipPos.xy;\n    float shadow = 0.0;\n    float closestDepth = 0.0;\n    float depth = 0.0;\n    if (cc_shadowNFLSInfo.z > 0.000001) {\n      depth = CCGetLinearDepth(worldPos);\n    } else {\n      depth = clipPos.z;\n    }\n    if (cc_shadowLPNNInfo.y > 0.000001) {\n      closestDepth = dot(texture(cc_spotLightingMap, clipPos.xy), vec4(1.0, 1.0 / 255.0, 1.0 / 65025.0, 1.0 / 160581375.0));\n    } else {\n      closestDepth = texture(cc_spotLightingMap, clipPos.xy).x;\n    }\n    shadow = step(depth - cc_shadowWHPBInfo.w, closestDepth);\n    return shadow;\n  }\n  float CCGetSpotLightShadowFactorSoft (vec4 shadowPos, vec3 worldPos) {\n    vec3 clipPos = shadowPos.xyz / 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 1.0; }\n    clipPos.xy = cc_cameraPos.w == 1.0 ? vec2(clipPos.xy.x, 1.0 - clipPos.xy.y) : clipPos.xy;\n    float offsetx = 1.0 / cc_shadowWHPBInfo.x;\n    float offsety = 1.0 / cc_shadowWHPBInfo.y;\n    float shadow = 0.0;\n    float depth = 0.0;\n    if (cc_shadowNFLSInfo.z > 0.000001) {\n      depth = CCGetLinearDepth(worldPos);\n    } else {\n      depth = clipPos.z;\n    }\n    float offsetDepth = depth - cc_shadowWHPBInfo.w;\n    if (cc_shadowLPNNInfo.y > 0.000001) {\n      float 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(offsetDepth, closestDepth);\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(offsetDepth, closestDepth);\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(offsetDepth, closestDepth);\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(offsetDepth, closestDepth);\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(offsetDepth, closestDepth);\n    } else {\n      float closestDepth = texture(cc_spotLightingMap, vec2(clipPos.x - offsetx, clipPos.y - offsety)).x;\n      shadow += step(offsetDepth, closestDepth);\n      closestDepth = texture(cc_spotLightingMap, vec2(clipPos.x - offsetx, clipPos.y + offsety)).x;\n      shadow += step(offsetDepth, closestDepth);\n      closestDepth = texture(cc_spotLightingMap, vec2(clipPos.x, clipPos.y)).x;\n      shadow += step(offsetDepth, closestDepth);\n      closestDepth = texture(cc_spotLightingMap, vec2(clipPos.x + offsetx, clipPos.y - offsety)).x;\n      shadow += step(offsetDepth, closestDepth);\n      closestDepth = texture(cc_spotLightingMap, vec2(clipPos.x + offsetx, clipPos.y + offsety)).x;\n      shadow += step(offsetDepth, closestDepth);\n    }\n    return shadow / 5.0;\n  }\n  float CCGetSpotLightShadowFactorSoft2X (vec4 shadowPos, vec3 worldPos) {\n    vec3 clipPos = shadowPos.xyz / 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 1.0; }\n    clipPos.xy = cc_cameraPos.w == 1.0 ? vec2(clipPos.xy.x, 1.0 - clipPos.xy.y) : clipPos.xy;\n    float offsetx = 1.0 / cc_shadowWHPBInfo.x;\n    float offsety = 1.0 / cc_shadowWHPBInfo.y;\n    float shadow = 0.0;\n    float depth = 0.0;\n    if (cc_shadowNFLSInfo.z > 0.000001) {\n      depth = CCGetLinearDepth(worldPos);\n    } else {\n      depth = clipPos.z;\n    }\n    float offsetDepth = depth - cc_shadowWHPBInfo.w;\n    if (cc_shadowLPNNInfo.y > 0.000001) {\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(offsetDepth, closestDepth);\n        }\n      }\n    } else {\n      for (int i = -1; i <= 1; i++) {\n        for (int j = -1; j <= 1; j++) {\n          float closestDepth = texture(cc_spotLightingMap, clipPos.xy + vec2(i, j) * vec2(offsetx, offsety)).x;\n          shadow += step(offsetDepth, closestDepth);\n        }\n      }\n    }\n    return shadow / 9.0;\n  }\n#endif\n#if CC_USE_IBL\n  uniform samplerCube cc_environment;\n  vec3 unpackRGBE (vec4 rgbe) {\n    return rgbe.rgb * pow(1.1, rgbe.a * 255.0 - 128.0);\n  }\n  vec4 fragTextureLod (sampler2D tex, vec2 coord, float lod) {\n      return textureLod(tex, coord, lod);\n  }\n  vec4 fragTextureLod (samplerCube tex, vec3 coord, float lod) {\n      return textureLod(tex, coord, lod);\n  }\n#endif\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  vec3 lightmap;\n  float lightmap_test;\n  float roughness;\n  float metallic;\n  float occlusion;\n};\nvec4 CCStandardShadingBase (StandardSurface s, vec4 shadowPos) {\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)), 0.0);\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), 0.0);\n  vec3 finalColor = NL * cc_mainLitColor.rgb * cc_mainLitColor.w;\n  vec3 diffuseContrib = diffuse;\n  #if USE_LIGHTMAP && !USE_BATCHING && !CC_FORWARD_ADD\n    if (s.lightmap_test > 0.0001) {\n      finalColor = s.lightmap.rgb;\n    }\n  #else\n    diffuseContrib /= 3.14159265359;\n  #endif\n  vec3 specularContrib = specular * CalcSpecular(s.roughness, NH, H, N);\n  vec3 dirlightContrib = (diffuseContrib + specularContrib);\n  float shadow = 1.0;\n  #if CC_RECEIVE_SHADOW\n    if (NL > 0.0) {\n      {\n        float pcf = cc_shadowWHPBInfo.z;\n        vec3 projWorldPos = shadowPos.xyz + (1.0 - NL) * cc_shadowLPNNInfo.z * N;\n        vec4 pos = vec4(projWorldPos.xyz, shadowPos.w);\n        if (pcf > 1.9) shadow = CCGetShadowFactorSoft2X(pos);\n        else if (pcf > 0.9) shadow = CCGetShadowFactorSoft(pos);\n        else shadow = CCGetShadowFactorHard(pos);\n        shadow = mix(shadow, 1.0, cc_shadowNFLSInfo.w);\n      }\n    }\n  #endif\n  dirlightContrib *= shadow;\n  finalColor *= dirlightContrib;\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) * s.occlusion;\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 * s.occlusion;\n  #endif\n  #if CC_USE_HDR\n    s.emissive *= cc_exposure.w;\n  #endif\n  finalColor += s.emissive;\n  return vec4(finalColor, s.albedo.a);\n}\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 float v_fog_factor;\nin highp vec4 v_shadowPos;\n#if USE_LIGHTMAP && !USE_BATCHING && !CC_FORWARD_ADD\n  in vec3 v_luv;\n  uniform sampler2D cc_lightingMap;\n  vec3 UnpackLightingmap(vec4 color) {\n    vec3 c;\n    float e = 1.0 + color.a * (8.0 - 1.0);\n    c.r = color.r * e;\n    c.g = color.g * e;\n    c.b = color.b * e;\n    return c;\n  }\n#endif\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 vec3 luv;\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    vec4 lightColor = texture(lightMap, luv.xy);\n    s.lightmap = UnpackLightingmap(lightColor);\n    s.lightmap_test = luv.z;\n  #endif\n}\n#if CC_FORWARD_ADD\n  #if CC_PIPELINE_TYPE == 0\n  # define LIGHTS_PER_PASS 1\n  #else\n  # define LIGHTS_PER_PASS 10\n  #endif\n  layout(std140) uniform CCForwardLight {\n    highp vec4 cc_lightPos[LIGHTS_PER_PASS];\n    vec4 cc_lightColor[LIGHTS_PER_PASS];\n    vec4 cc_lightSizeRangeAngle[LIGHTS_PER_PASS];\n    vec4 cc_lightDir[LIGHTS_PER_PASS];\n  };\n  float 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  }\n  float 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  }\n  float 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 CCStandardShadingAdditive (StandardSurface s, vec4 shadowPos) {\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    int numLights = CC_PIPELINE_TYPE == 0 ? LIGHTS_PER_PASS : int(cc_lightDir[0].w);\n    for (int i = 0; i < LIGHTS_PER_PASS; i++) {\n      if (i >= numLights) break;\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      float shadow = 1.0;\n      #if CC_RECEIVE_SHADOW\n        if (cc_lightPos[i].w > 0.0) {\n          {\n            float pcf = cc_shadowWHPBInfo.z;\n            float cosAngle = clamp(1.0 - dot(N, normalize(cc_lightPos[i].xyz - s.position.xyz)), 0.0, 1.0);\n            vec3 projWorldPos = shadowPos.xyz + cosAngle * cc_shadowLPNNInfo.z * N;\n            vec4 pos = vec4(projWorldPos.xyz, shadowPos.w);\n            if (pcf > 1.9) shadow = CCGetSpotLightShadowFactorSoft2X(pos, s.position);\n            else if (pcf > 0.9) shadow = CCGetSpotLightShadowFactorSoft(pos, s.position);\n            else shadow = CCGetSpotLightShadowFactorHard(pos, s.position);\n          }\n        }\n      #endif\n      lightColor *= shadow;\n      finalColor += SNL * lightColor * cc_lightColor[i].w * illum * att * (diffuseContrib + lspec);\n    }\n    return vec4(finalColor, 0.0);\n  }\n  layout(location = 0) out vec4 fragColorX;\n  void main () {\n    StandardSurface s; surf(s);\n    vec4 color = CCStandardShadingAdditive(s, v_shadowPos);\n    color = vec4(mix(CC_FORWARD_ADD > 0 ? vec3(0.0) : cc_fogColor.rgb, color.rgb, v_fog_factor), color.a);\n    fragColorX = CCFragOutput(color);\n  }\n#elif (CC_PIPELINE_TYPE == 0 || CC_STANDARD_TRANSPARENT)\n  layout(location = 0) out vec4 fragColorX;\n  void main () {\n    StandardSurface s; surf(s);\n    vec4 color = CCStandardShadingBase(s, v_shadowPos);\n    color = vec4(mix(CC_FORWARD_ADD > 0 ? vec3(0.0) : cc_fogColor.rgb, color.rgb, v_fog_factor), color.a);\n    fragColorX = CCFragOutput(color);\n  }\n#elif CC_PIPELINE_TYPE == 1\n  layout(location = 0) out vec4 fragColor0;\n  layout(location = 1) out vec4 fragColor1;\n  layout(location = 2) out vec4 fragColor2;\n  layout(location = 3) out vec4 fragColor3;\n  void main () {\n    StandardSurface s; surf(s);\n    fragColor0 = s.albedo;\n    fragColor1 = vec4(s.position, s.roughness);\n    fragColor2 = vec4(s.normal, s.metallic);\n    fragColor3 = vec4(s.emissive, s.occlusion);\n  }\n#endif"
      },
      "glsl1": {
        "vert": "\nprecision mediump float;\nuniform highp mat4 cc_matViewProj;\n  uniform highp vec4 cc_cameraPos;\n  uniform mediump vec4 cc_fogBase;\n  uniform 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}\nvarying float v_fog_factor;\nvarying highp vec4 v_shadowPos;\nuniform highp mat4 cc_matLightViewProj;\n#if CC_RECEIVE_SHADOW\n  uniform sampler2D cc_shadowMap;\n  uniform sampler2D cc_spotLightingMap;\n#endif\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 vec3 luv;\nvarying mediump vec3 diffuse;\n   uniform vec4 UVScale;\n   uniform vec4 lightMapUVParam;\nvoid main () {\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.xy = lightMapUVParam.xy + a_texCoord * lightMapUVParam.zw;\n    luv.z = lightMapUVParam.z;\n  #endif\n  v_position = worldPos;\n  v_normal = a_normal;\n    #if CC_USE_FOG == 0\n      v_fog_factor = LinearFog(vec4(worldPos, 1.0));\n    #elif CC_USE_FOG == 1\n      v_fog_factor = ExpFog(vec4(worldPos, 1.0));\n    #elif CC_USE_FOG == 2\n      v_fog_factor = ExpSquaredFog(vec4(worldPos, 1.0));\n    #elif CC_USE_FOG == 3\n      v_fog_factor = LayeredFog(vec4(worldPos, 1.0));\n    #else\n      v_fog_factor = 1.0;\n    #endif\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  gl_Position = pos;\n}",
        "frag": "\n#ifdef GL_EXT_draw_buffers\n#extension GL_EXT_draw_buffers: enable\n#endif\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;\n  uniform mediump vec4 cc_exposure;\n  uniform mediump vec4 cc_mainLitDir;\n  uniform mediump vec4 cc_mainLitColor;\n  uniform mediump vec4 cc_ambientSky;\n  uniform mediump vec4 cc_ambientGround;\n  uniform mediump vec4 cc_fogColor;\nvec3 SRGBToLinear (vec3 gamma) {\n  return gamma * gamma;\n}\nuniform highp mat4 cc_matLightView;\n  uniform lowp vec4 cc_shadowNFLSInfo;\n  uniform lowp vec4 cc_shadowWHPBInfo;\n  uniform lowp vec4 cc_shadowLPNNInfo;\n#if CC_RECEIVE_SHADOW\n  uniform sampler2D cc_shadowMap;\n  uniform sampler2D cc_spotLightingMap;\n  float CCGetLinearDepth (vec3 worldPos) {\n    vec4 viewStartPos = cc_matLightView * vec4(worldPos.xyz, 1.0);\n    float dist = length(viewStartPos.xyz);\n    return cc_shadowNFLSInfo.x + (-dist / (cc_shadowNFLSInfo.y - cc_shadowNFLSInfo.x));\n  }\n  float CCGetShadowFactorHard (vec4 shadowPos) {\n    vec3 clipPos = shadowPos.xyz / 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 1.0; }\n    clipPos.xy = cc_cameraPos.w == 1.0 ? vec2(clipPos.xy.x, 1.0 - clipPos.xy.y) : clipPos.xy;\n    float shadow = 0.0;\n    float closestDepth = 0.0;\n    if (cc_shadowLPNNInfo.y > 0.000001) {\n      closestDepth = dot(texture2D(cc_shadowMap, clipPos.xy), vec4(1.0, 1.0 / 255.0, 1.0 / 65025.0, 1.0 / 160581375.0));\n    } else {\n      closestDepth = texture2D(cc_shadowMap, clipPos.xy).x;\n    }\n    shadow = step(clipPos.z- cc_shadowWHPBInfo.w, closestDepth);\n    return shadow;\n  }\n  float CCGetShadowFactorSoft (vec4 shadowPos) {\n    vec3 clipPos = shadowPos.xyz / 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 1.0; }\n    clipPos.xy = cc_cameraPos.w == 1.0 ? vec2(clipPos.xy.x, 1.0 - clipPos.xy.y) : clipPos.xy;\n    float offsetDepth = clipPos.z - cc_shadowWHPBInfo.w;\n    vec2 oneTap = 1.0 / cc_shadowWHPBInfo.xy;\n    vec2 clipPos_offset = clipPos.xy + oneTap;\n    float block0, block1, block2, block3;\n    if (cc_shadowLPNNInfo.y > 0.000001) {\n      block0 = step(offsetDepth, 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      block1 = step(offsetDepth, dot(texture2D(cc_shadowMap, vec2(clipPos_offset.x, clipPos.y)), vec4(1.0, 1.0 / 255.0, 1.0 / 65025.0, 1.0 / 160581375.0)));\n      block2 = step(offsetDepth, dot(texture2D(cc_shadowMap, vec2(clipPos.x, clipPos_offset.y)), vec4(1.0, 1.0 / 255.0, 1.0 / 65025.0, 1.0 / 160581375.0)));\n      block3 = step(offsetDepth, dot(texture2D(cc_shadowMap, vec2(clipPos_offset.x, clipPos_offset.y)), vec4(1.0, 1.0 / 255.0, 1.0 / 65025.0, 1.0 / 160581375.0)));\n    } else {\n      block0 = step(offsetDepth, texture2D(cc_shadowMap, vec2(clipPos.x, clipPos.y)).x);\n      block1 = step(offsetDepth, texture2D(cc_shadowMap, vec2(clipPos_offset.x, clipPos.y)).x);\n      block2 = step(offsetDepth, texture2D(cc_shadowMap, vec2(clipPos.x, clipPos_offset.y)).x);\n      block3 = step(offsetDepth, texture2D(cc_shadowMap, vec2(clipPos_offset.x, clipPos_offset.y)).x);\n    }\n    float coefX   = mod(clipPos.x, oneTap.x) * cc_shadowWHPBInfo.x;\n    float resultX = mix(block0, block1, coefX);\n    float resultY = mix(block2, block3, coefX);\n    float coefY   = mod(clipPos.y, oneTap.y) * cc_shadowWHPBInfo.y;\n    return mix(resultX, resultY, coefY);\n  }\n  float CCGetShadowFactorSoft2X (vec4 shadowPos) {\n    vec3 clipPos = shadowPos.xyz / 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 1.0; }\n    clipPos.xy = cc_cameraPos.w == 1.0 ? vec2(clipPos.xy.x, 1.0 - clipPos.xy.y) : clipPos.xy;\n    float bias = cc_shadowWHPBInfo.w;\n    float offsetDepth = clipPos.z - bias;\n    vec2 mapSize = cc_shadowWHPBInfo.xy;\n    vec2 oneTap = 1.0 / mapSize;\n    float clipPos_offset_L = clipPos.x - oneTap.x;\n    float clipPos_offset_R = clipPos.x + oneTap.x;\n    float clipPos_offset_U = clipPos.y - oneTap.y;\n    float clipPos_offset_D = clipPos.y + oneTap.y;\n    float block0, block1, block2, block3, block4, block5, block6, block7, block8;\n    if (cc_shadowLPNNInfo.y > 0.000001) {\n      block0 = step(offsetDepth, dot(texture2D(cc_shadowMap, vec2(clipPos_offset_L, clipPos_offset_U)), vec4(1.0, 1.0 / 255.0, 1.0 / 65025.0, 1.0 / 160581375.0)));\n      block1 = step(offsetDepth, dot(texture2D(cc_shadowMap, vec2(clipPos.x, clipPos_offset_U)), vec4(1.0, 1.0 / 255.0, 1.0 / 65025.0, 1.0 / 160581375.0)));\n      block2 = step(offsetDepth, dot(texture2D(cc_shadowMap, vec2(clipPos_offset_R, clipPos_offset_U)), vec4(1.0, 1.0 / 255.0, 1.0 / 65025.0, 1.0 / 160581375.0)));\n      block3 = step(offsetDepth, dot(texture2D(cc_shadowMap, vec2(clipPos_offset_L, clipPos.y)), vec4(1.0, 1.0 / 255.0, 1.0 / 65025.0, 1.0 / 160581375.0)));\n      block4 = step(offsetDepth, 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      block5 = step(offsetDepth, dot(texture2D(cc_shadowMap, vec2(clipPos_offset_R, clipPos.y)), vec4(1.0, 1.0 / 255.0, 1.0 / 65025.0, 1.0 / 160581375.0)));\n      block6 = step(offsetDepth, dot(texture2D(cc_shadowMap, vec2(clipPos_offset_L, clipPos_offset_D)), vec4(1.0, 1.0 / 255.0, 1.0 / 65025.0, 1.0 / 160581375.0)));\n      block7 = step(offsetDepth, dot(texture2D(cc_shadowMap, vec2(clipPos.x, clipPos_offset_D)), vec4(1.0, 1.0 / 255.0, 1.0 / 65025.0, 1.0 / 160581375.0)));\n      block8 = step(offsetDepth, dot(texture2D(cc_shadowMap, vec2(clipPos_offset_R, clipPos_offset_D)), vec4(1.0, 1.0 / 255.0, 1.0 / 65025.0, 1.0 / 160581375.0)));\n    } else {\n      block0 = step(offsetDepth, texture2D(cc_shadowMap, vec2(clipPos_offset_L, clipPos_offset_U)).x);\n      block1 = step(offsetDepth, texture2D(cc_shadowMap, vec2(clipPos.x, clipPos_offset_U)).x);\n      block2 = step(offsetDepth, texture2D(cc_shadowMap, vec2(clipPos_offset_R, clipPos_offset_U)).x);\n      block3 = step(offsetDepth, texture2D(cc_shadowMap, vec2(clipPos_offset_L, clipPos.y)).x);\n      block4 = step(offsetDepth, texture2D(cc_shadowMap, vec2(clipPos.x, clipPos.y)).x);\n      block5 = step(offsetDepth, texture2D(cc_shadowMap, vec2(clipPos_offset_R, clipPos.y)).x);\n      block6 = step(offsetDepth, texture2D(cc_shadowMap, vec2(clipPos_offset_L, clipPos_offset_D)).x);\n      block7 = step(offsetDepth, texture2D(cc_shadowMap, vec2(clipPos.x, clipPos_offset_D)).x);\n      block8 = step(offsetDepth, texture2D(cc_shadowMap, vec2(clipPos_offset_R, clipPos_offset_D)).x);\n    }\n    float coefX = mod(clipPos.x, oneTap.x) * mapSize.x;\n    float coefY = mod(clipPos.y, oneTap.y) * mapSize.y;\n    float shadow = 0.0;\n    float resultX = mix(block0, block1, coefX);\n    float resultY = mix(block3, block4, coefX);\n    shadow += mix(resultX , resultY, coefY);\n    resultX = mix(block1, block2, coefX);\n    resultY = mix(block4, block5, coefX);\n    shadow += mix(resultX , resultY, coefY);\n    resultX = mix(block3, block4, coefX);\n    resultY = mix(block6, block7, coefX);\n    shadow += mix(resultX, resultY, coefY);\n    resultX = mix(block4, block5, coefX);\n    resultY = mix(block7, block8, coefX);\n    shadow += mix(resultX, resultY, coefY);\n    return shadow * 0.25;\n  }\n  float CCGetSpotLightShadowFactorHard (vec4 shadowPos, vec3 worldPos) {\n    vec3 clipPos = shadowPos.xyz / 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 1.0; }\n    clipPos.xy = cc_cameraPos.w == 1.0 ? vec2(clipPos.xy.x, 1.0 - clipPos.xy.y) : clipPos.xy;\n    float shadow = 0.0;\n    float closestDepth = 0.0;\n    float depth = 0.0;\n    if (cc_shadowNFLSInfo.z > 0.000001) {\n      depth = CCGetLinearDepth(worldPos);\n    } else {\n      depth = clipPos.z;\n    }\n    if (cc_shadowLPNNInfo.y > 0.000001) {\n      closestDepth = dot(texture2D(cc_spotLightingMap, clipPos.xy), vec4(1.0, 1.0 / 255.0, 1.0 / 65025.0, 1.0 / 160581375.0));\n    } else {\n      closestDepth = texture2D(cc_spotLightingMap, clipPos.xy).x;\n    }\n    shadow = step(depth - cc_shadowWHPBInfo.w, closestDepth);\n    return shadow;\n  }\n  float CCGetSpotLightShadowFactorSoft (vec4 shadowPos, vec3 worldPos) {\n    vec3 clipPos = shadowPos.xyz / 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 1.0; }\n    clipPos.xy = cc_cameraPos.w == 1.0 ? vec2(clipPos.xy.x, 1.0 - clipPos.xy.y) : clipPos.xy;\n    float offsetx = 1.0 / cc_shadowWHPBInfo.x;\n    float offsety = 1.0 / cc_shadowWHPBInfo.y;\n    float shadow = 0.0;\n    float depth = 0.0;\n    if (cc_shadowNFLSInfo.z > 0.000001) {\n      depth = CCGetLinearDepth(worldPos);\n    } else {\n      depth = clipPos.z;\n    }\n    float offsetDepth = depth - cc_shadowWHPBInfo.w;\n    if (cc_shadowLPNNInfo.y > 0.000001) {\n      float 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(offsetDepth, closestDepth);\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(offsetDepth, closestDepth);\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(offsetDepth, closestDepth);\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(offsetDepth, closestDepth);\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(offsetDepth, closestDepth);\n    } else {\n      float closestDepth = texture2D(cc_spotLightingMap, vec2(clipPos.x - offsetx, clipPos.y - offsety)).x;\n      shadow += step(offsetDepth, closestDepth);\n      closestDepth = texture2D(cc_spotLightingMap, vec2(clipPos.x - offsetx, clipPos.y + offsety)).x;\n      shadow += step(offsetDepth, closestDepth);\n      closestDepth = texture2D(cc_spotLightingMap, vec2(clipPos.x, clipPos.y)).x;\n      shadow += step(offsetDepth, closestDepth);\n      closestDepth = texture2D(cc_spotLightingMap, vec2(clipPos.x + offsetx, clipPos.y - offsety)).x;\n      shadow += step(offsetDepth, closestDepth);\n      closestDepth = texture2D(cc_spotLightingMap, vec2(clipPos.x + offsetx, clipPos.y + offsety)).x;\n      shadow += step(offsetDepth, closestDepth);\n    }\n    return shadow / 5.0;\n  }\n  float CCGetSpotLightShadowFactorSoft2X (vec4 shadowPos, vec3 worldPos) {\n    vec3 clipPos = shadowPos.xyz / 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 1.0; }\n    clipPos.xy = cc_cameraPos.w == 1.0 ? vec2(clipPos.xy.x, 1.0 - clipPos.xy.y) : clipPos.xy;\n    float offsetx = 1.0 / cc_shadowWHPBInfo.x;\n    float offsety = 1.0 / cc_shadowWHPBInfo.y;\n    float shadow = 0.0;\n    float depth = 0.0;\n    if (cc_shadowNFLSInfo.z > 0.000001) {\n      depth = CCGetLinearDepth(worldPos);\n    } else {\n      depth = clipPos.z;\n    }\n    float offsetDepth = depth - cc_shadowWHPBInfo.w;\n    if (cc_shadowLPNNInfo.y > 0.000001) {\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(offsetDepth, closestDepth);\n        }\n      }\n    } else {\n      for (int i = -1; i <= 1; i++) {\n        for (int j = -1; j <= 1; j++) {\n          float closestDepth = texture2D(cc_spotLightingMap, clipPos.xy + vec2(i, j) * vec2(offsetx, offsety)).x;\n          shadow += step(offsetDepth, closestDepth);\n        }\n      }\n    }\n    return shadow / 9.0;\n  }\n#endif\n#if CC_USE_IBL\n  uniform samplerCube cc_environment;\n  vec3 unpackRGBE (vec4 rgbe) {\n    return rgbe.rgb * pow(1.1, rgbe.a * 255.0 - 128.0);\n  }\n  vec4 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  }\n  vec4 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\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  vec3 lightmap;\n  float lightmap_test;\n  float roughness;\n  float metallic;\n  float occlusion;\n};\nvec4 CCStandardShadingBase (StandardSurface s, vec4 shadowPos) {\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)), 0.0);\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), 0.0);\n  vec3 finalColor = NL * cc_mainLitColor.rgb * cc_mainLitColor.w;\n  vec3 diffuseContrib = diffuse;\n  #if USE_LIGHTMAP && !USE_BATCHING && !CC_FORWARD_ADD\n    if (s.lightmap_test > 0.0001) {\n      finalColor = s.lightmap.rgb;\n    }\n  #else\n    diffuseContrib /= 3.14159265359;\n  #endif\n  vec3 specularContrib = specular * CalcSpecular(s.roughness, NH, H, N);\n  vec3 dirlightContrib = (diffuseContrib + specularContrib);\n  float shadow = 1.0;\n  #if CC_RECEIVE_SHADOW\n    if (NL > 0.0) {\n      {\n        float pcf = cc_shadowWHPBInfo.z;\n        vec3 projWorldPos = shadowPos.xyz + (1.0 - NL) * cc_shadowLPNNInfo.z * N;\n        vec4 pos = vec4(projWorldPos.xyz, shadowPos.w);\n        if (pcf > 1.9) shadow = CCGetShadowFactorSoft2X(pos);\n        else if (pcf > 0.9) shadow = CCGetShadowFactorSoft(pos);\n        else shadow = CCGetShadowFactorHard(pos);\n        shadow = mix(shadow, 1.0, cc_shadowNFLSInfo.w);\n      }\n    }\n  #endif\n  dirlightContrib *= shadow;\n  finalColor *= dirlightContrib;\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) * s.occlusion;\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 * s.occlusion;\n  #endif\n  #if CC_USE_HDR\n    s.emissive *= cc_exposure.w;\n  #endif\n  finalColor += s.emissive;\n  return vec4(finalColor, s.albedo.a);\n}\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 float v_fog_factor;\nvarying highp vec4 v_shadowPos;\n#if USE_LIGHTMAP && !USE_BATCHING && !CC_FORWARD_ADD\n  varying vec3 v_luv;\n  uniform sampler2D cc_lightingMap;\n  vec3 UnpackLightingmap(vec4 color) {\n    vec3 c;\n    float e = 1.0 + color.a * (8.0 - 1.0);\n    c.r = color.r * e;\n    c.g = color.g * e;\n    c.b = color.b * e;\n    return c;\n  }\n#endif\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 vec3 luv;\n   uniform vec4 metallic;\n   uniform 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    vec4 lightColor = texture2D(lightMap, luv.xy);\n    s.lightmap = UnpackLightingmap(lightColor);\n    s.lightmap_test = luv.z;\n  #endif\n}\n#if CC_FORWARD_ADD\n  #if CC_PIPELINE_TYPE == 0\n  # define LIGHTS_PER_PASS 1\n  #else\n  # define LIGHTS_PER_PASS 10\n  #endif\n  uniform highp vec4 cc_lightPos[LIGHTS_PER_PASS];\n  uniform vec4 cc_lightColor[LIGHTS_PER_PASS];\n  uniform vec4 cc_lightSizeRangeAngle[LIGHTS_PER_PASS];\n  uniform vec4 cc_lightDir[LIGHTS_PER_PASS];\n  float 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  }\n  float 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  }\n  float 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 CCStandardShadingAdditive (StandardSurface s, vec4 shadowPos) {\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    int numLights = CC_PIPELINE_TYPE == 0 ? LIGHTS_PER_PASS : int(cc_lightDir[0].w);\n    for (int i = 0; i < LIGHTS_PER_PASS; i++) {\n      if (i >= numLights) break;\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      float shadow = 1.0;\n      #if CC_RECEIVE_SHADOW\n        if (cc_lightPos[i].w > 0.0) {\n          {\n            float pcf = cc_shadowWHPBInfo.z;\n            float cosAngle = clamp(1.0 - dot(N, normalize(cc_lightPos[i].xyz - s.position.xyz)), 0.0, 1.0);\n            vec3 projWorldPos = shadowPos.xyz + cosAngle * cc_shadowLPNNInfo.z * N;\n            vec4 pos = vec4(projWorldPos.xyz, shadowPos.w);\n            if (pcf > 1.9) shadow = CCGetSpotLightShadowFactorSoft2X(pos, s.position);\n            else if (pcf > 0.9) shadow = CCGetSpotLightShadowFactorSoft(pos, s.position);\n            else shadow = CCGetSpotLightShadowFactorHard(pos, s.position);\n          }\n        }\n      #endif\n      lightColor *= shadow;\n      finalColor += SNL * lightColor * cc_lightColor[i].w * illum * att * (diffuseContrib + lspec);\n    }\n    return vec4(finalColor, 0.0);\n  }\n  void main () {\n    StandardSurface s; surf(s);\n    vec4 color = CCStandardShadingAdditive(s, v_shadowPos);\n    color = vec4(mix(CC_FORWARD_ADD > 0 ? vec3(0.0) : cc_fogColor.rgb, color.rgb, v_fog_factor), color.a);\n    gl_FragData[0] = CCFragOutput(color);\n  }\n#elif (CC_PIPELINE_TYPE == 0 || CC_STANDARD_TRANSPARENT)\n  void main () {\n    StandardSurface s; surf(s);\n    vec4 color = CCStandardShadingBase(s, v_shadowPos);\n    color = vec4(mix(CC_FORWARD_ADD > 0 ? vec3(0.0) : cc_fogColor.rgb, color.rgb, v_fog_factor), color.a);\n    gl_FragData[0] = CCFragOutput(color);\n  }\n#elif CC_PIPELINE_TYPE == 1\n  void main () {\n    StandardSurface s; surf(s);\n    gl_FragData[0] = s.albedo;\n    gl_FragData[1] = vec4(s.position, s.roughness);\n    gl_FragData[2] = vec4(s.normal, s.metallic);\n    gl_FragData[3] = vec4(s.emissive, s.occlusion);\n  }\n#endif"
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      "builtins": {
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              "name": "CCGlobal",
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        "statistics": {
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        },
        {
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      "name": "builtin-terrain|terrain-vs|terrain-fs"
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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_matLightView;\n  highp mat4 cc_matLightViewProj;\n  lowp  vec4 cc_shadowNFLSInfo;\n  lowp  vec4 cc_shadowWHPBInfo;\n  lowp  vec4 cc_shadowLPNNInfo;\n  lowp  vec4 cc_shadowColor;\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_matLightView;\n  highp mat4 cc_matLightViewProj;\n  lowp  vec4 cc_shadowNFLSInfo;\n  lowp  vec4 cc_shadowWHPBInfo;\n  lowp  vec4 cc_shadowLPNNInfo;\n  lowp  vec4 cc_shadowColor;\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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}