{
  "__type__": "cc.EffectAsset",
  "_name": "builtin-reflection-deferred",
  "_objFlags": 0,
  "_native": "",
  "techniques": [
    {
      "passes": [
        {
          "phase": "reflection",
          "blendState": {
            "targets": [
              {
                "blend": true,
                "blendSrc": 2,
                "blendDst": 4,
                "blendDstAlpha": 4
              }
            ]
          },
          "program": "builtin-reflection-deferred|standard-vs|standard-fs",
          "depthStencilState": {
            "depthTest": true,
            "depthWrite": false
          },
          "properties": {
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              "type": 16
            },
            "mainColor": {
              "value": [
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              ],
              "linear": true,
              "editor": {
                "displayName": "Albedo",
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            },
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            "alphaThreshold": {
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            },
            "metallic": {
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              ],
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            },
            "normalStrenth": {
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              "editor": {
                "parent": "USE_NORMAL_MAP"
              },
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              "handleInfo": [
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            },
            "emissive": {
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              "linear": true,
              "editor": {
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              "type": 16
            },
            "emissiveScale": {
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              ],
              "type": 15,
              "handleInfo": [
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              ]
            },
            "mainTexture": {
              "value": "grey",
              "editor": {
                "displayName": "AlbedoMap"
              },
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              "handleInfo": [
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            },
            "normalMap": {
              "value": "normal",
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            },
            "pbrMap": {
              "value": "grey",
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            },
            "metallicRoughnessMap": {
              "value": "grey",
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            },
            "occlusionMap": {
              "value": "white",
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            },
            "emissiveMap": {
              "value": "grey",
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            },
            "albedo": {
              "type": 16,
              "editor": {
                "visible": false,
                "deprecated": true
              },
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            },
            "albedoScaleAndCutoff": {
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              "editor": {
                "visible": false,
                "deprecated": true
              },
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            "pbrParams": {
              "type": 16,
              "editor": {
                "visible": false,
                "deprecated": true
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            "emissiveScaleParam": {
              "type": 16,
              "editor": {
                "visible": false,
                "deprecated": true
              },
              "value": [
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            },
            "albedoMap": {
              "type": 28,
              "editor": {
                "visible": false,
                "deprecated": true
              },
              "value": "grey"
            }
          }
        }
      ]
    }
  ],
  "shaders": [
    {
      "blocks": [
        {
          "name": "Constants",
          "members": [
            {
              "name": "tilingOffset",
              "type": 16,
              "count": 1
            },
            {
              "name": "albedo",
              "type": 16,
              "count": 1
            },
            {
              "name": "albedoScaleAndCutoff",
              "type": 16,
              "count": 1
            },
            {
              "name": "pbrParams",
              "type": 16,
              "count": 1
            },
            {
              "name": "emissive",
              "type": 16,
              "count": 1
            },
            {
              "name": "emissiveScaleParam",
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              "count": 1
            }
          ],
          "defines": [],
          "stageFlags": 17,
          "binding": 0
        }
      ],
      "samplerTextures": [
        {
          "name": "albedoMap",
          "type": 28,
          "count": 1,
          "defines": [
            "USE_ALBEDO_MAP"
          ],
          "stageFlags": 16,
          "binding": 1
        },
        {
          "name": "normalMap",
          "type": 28,
          "count": 1,
          "defines": [
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          ],
          "stageFlags": 16,
          "binding": 2
        },
        {
          "name": "pbrMap",
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          "count": 1,
          "defines": [
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          "stageFlags": 16,
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        {
          "name": "metallicRoughnessMap",
          "type": 28,
          "count": 1,
          "defines": [
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          ],
          "stageFlags": 16,
          "binding": 4
        },
        {
          "name": "occlusionMap",
          "type": 28,
          "count": 1,
          "defines": [
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          ],
          "stageFlags": 16,
          "binding": 5
        },
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          "count": 1,
          "defines": [
            "USE_EMISSIVE_MAP"
          ],
          "stageFlags": 16,
          "binding": 6
        }
      ],
      "samplers": [],
      "textures": [],
      "buffers": [],
      "images": [],
      "subpassInputs": [],
      "attributes": [
        {
          "name": "a_position",
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          "format": 32,
          "location": 0
        },
        {
          "name": "a_normal",
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        },
        {
          "name": "a_texCoord",
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        },
        {
          "name": "a_tangent",
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          "location": 3
        },
        {
          "name": "a_vertexId",
          "defines": [
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          ],
          "format": 11,
          "location": 6
        },
        {
          "name": "a_joints",
          "defines": [
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          ],
          "location": 4
        },
        {
          "name": "a_weights",
          "defines": [
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          "format": 44,
          "location": 5
        },
        {
          "name": "a_jointAnimInfo",
          "defines": [
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            "CC_USE_BAKED_ANIMATION",
            "USE_INSTANCING"
          ],
          "format": 44,
          "isInstanced": true,
          "location": 7
        },
        {
          "name": "a_matWorld0",
          "defines": [
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          "format": 44,
          "isInstanced": true,
          "location": 8
        },
        {
          "name": "a_matWorld1",
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          "format": 44,
          "isInstanced": true,
          "location": 9
        },
        {
          "name": "a_matWorld2",
          "defines": [
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          ],
          "format": 44,
          "isInstanced": true,
          "location": 10
        },
        {
          "name": "a_lightingMapUVParam",
          "defines": [
            "USE_INSTANCING",
            "USE_LIGHTMAP"
          ],
          "format": 44,
          "isInstanced": true,
          "location": 11
        },
        {
          "name": "a_dyn_batch_id",
          "defines": [
            "!USE_INSTANCING",
            "USE_BATCHING"
          ],
          "format": 11,
          "location": 12
        },
        {
          "name": "a_color",
          "defines": [
            "USE_VERTEX_COLOR"
          ],
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          "location": 13
        },
        {
          "name": "a_texCoord1",
          "defines": [],
          "format": 21,
          "location": 14
        }
      ],
      "varyings": [
        {
          "name": "v_fog_factor",
          "type": 13,
          "count": 1,
          "defines": [
            "!CC_USE_ACCURATE_FOG"
          ],
          "stageFlags": 17,
          "location": 0
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        {
          "name": "v_shadowPos",
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          "count": 1,
          "defines": [],
          "stageFlags": 17,
          "location": 1
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        {
          "name": "v_color",
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          "count": 1,
          "defines": [
            "USE_VERTEX_COLOR"
          ],
          "stageFlags": 17,
          "location": 2
        },
        {
          "name": "v_position",
          "type": 15,
          "count": 1,
          "defines": [],
          "stageFlags": 17,
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        {
          "name": "v_normal",
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          "count": 1,
          "defines": [],
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        {
          "name": "v_uv",
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        {
          "name": "v_uv1",
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        {
          "name": "v_tangent",
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          "count": 1,
          "defines": [
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          "stageFlags": 17,
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        {
          "name": "v_bitangent",
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          "count": 1,
          "defines": [
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          "stageFlags": 17,
          "location": 8
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        {
          "name": "v_luv",
          "type": 15,
          "count": 1,
          "defines": [
            "USE_LIGHTMAP",
            "!USE_BATCHING",
            "!CC_FORWARD_ADD"
          ],
          "stageFlags": 17,
          "location": 9
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      ],
      "fragColors": [
        {
          "name": "fragColorX",
          "typename": "vec4",
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      "hash": 3045493466,
      "glsl4": {
        "vert": "#extension GL_EXT_shader_explicit_arithmetic_types_int32: require\nprecision highp float;\nhighp float decode32 (highp vec4 rgba) {\n  rgba = rgba * 255.0;\n  highp float Sign = 1.0 - (step(128.0, (rgba[3]) + 0.5)) * 2.0;\n  highp float Exponent = 2.0 * (mod(float(int((rgba[3]) + 0.5)), 128.0)) + (step(128.0, (rgba[2]) + 0.5)) - 127.0;\n  highp float Mantissa = (mod(float(int((rgba[2]) + 0.5)), 128.0)) * 65536.0 + rgba[1] * 256.0 + rgba[0] + 8388608.0;\n  return Sign * exp2(Exponent - 23.0) * Mantissa;\n}\nstruct StandardVertInput {\n  highp vec4 position;\n  vec3 normal;\n  vec4 tangent;\n};\nlayout(location = 0) in vec3 a_position;\nlayout(location = 1) in vec3 a_normal;\nlayout(location = 2) in vec2 a_texCoord;\nlayout(location = 3) in vec4 a_tangent;\n#if CC_USE_MORPH\n    int getVertexId() {\n      return gl_VertexIndex;\n    }\n  layout(set = 2, binding = 4) uniform CCMorph {\n    vec4 cc_displacementWeights[15];\n    vec4 cc_displacementTextureInfo;\n  };\n  vec2 getPixelLocation(vec2 textureResolution, int pixelIndex) {\n    float pixelIndexF = float(pixelIndex);\n    float x = mod(pixelIndexF, textureResolution.x);\n    float y = floor(pixelIndexF / textureResolution.x);\n    return vec2(x, y);\n  }\n  vec2 getPixelCoordFromLocation(vec2 location, vec2 textureResolution) {\n    return (vec2(location.x, location.y) + .5) / textureResolution;\n  }\n  #if CC_DEVICE_SUPPORT_FLOAT_TEXTURE\n      vec4 fetchVec3ArrayFromTexture(sampler2D tex, int pixelIndex) {\n        ivec2 texSize = textureSize(tex, 0);\n        return texelFetch(tex, ivec2(pixelIndex % texSize.x, pixelIndex / texSize.x), 0);\n      }\n  #else\n    vec4 fetchVec3ArrayFromTexture(sampler2D tex, int elementIndex) {\n      int pixelIndex = elementIndex * 4;\n      vec2 location = getPixelLocation(cc_displacementTextureInfo.xy, pixelIndex);\n      vec2 x = getPixelCoordFromLocation(location + vec2(0.0, 0.0), cc_displacementTextureInfo.xy);\n      vec2 y = getPixelCoordFromLocation(location + vec2(1.0, 0.0), cc_displacementTextureInfo.xy);\n      vec2 z = getPixelCoordFromLocation(location + vec2(2.0, 0.0), cc_displacementTextureInfo.xy);\n      return vec4(\n        decode32(texture(tex, x)),\n        decode32(texture(tex, y)),\n        decode32(texture(tex, z)),\n        1.0\n      );\n    }\n  #endif\n  float getDisplacementWeight(int index) {\n    int quot = index / 4;\n    int remainder = index - quot * 4;\n    if (remainder == 0) {\n      return cc_displacementWeights[quot].x;\n    } else if (remainder == 1) {\n      return cc_displacementWeights[quot].y;\n    } else if (remainder == 2) {\n      return cc_displacementWeights[quot].z;\n    } else {\n      return cc_displacementWeights[quot].w;\n    }\n  }\n  vec3 getVec3DisplacementFromTexture(sampler2D tex, int vertexIndex) {\n  #if CC_MORPH_PRECOMPUTED\n    return fetchVec3ArrayFromTexture(tex, vertexIndex).rgb;\n  #else\n    vec3 result = vec3(0, 0, 0);\n    int nVertices = int(cc_displacementTextureInfo.z);\n    for (int iTarget = 0; iTarget < CC_MORPH_TARGET_COUNT; ++iTarget) {\n      result += (fetchVec3ArrayFromTexture(tex, nVertices * iTarget + vertexIndex).rgb * getDisplacementWeight(iTarget));\n    }\n    return result;\n  #endif\n  }\n  #if CC_MORPH_TARGET_HAS_POSITION\n    layout(set = 2, binding = 7) uniform sampler2D cc_PositionDisplacements;\n    vec3 getPositionDisplacement(int vertexId) {\n      return getVec3DisplacementFromTexture(cc_PositionDisplacements, vertexId);\n    }\n  #endif\n  #if CC_MORPH_TARGET_HAS_NORMAL\n    layout(set = 2, binding = 8) uniform sampler2D cc_NormalDisplacements;\n    vec3 getNormalDisplacement(int vertexId) {\n      return getVec3DisplacementFromTexture(cc_NormalDisplacements, vertexId);\n    }\n  #endif\n  #if CC_MORPH_TARGET_HAS_TANGENT\n    layout(set = 2, binding = 9) uniform sampler2D cc_TangentDisplacements;\n    vec3 getTangentDisplacement(int vertexId) {\n      return getVec3DisplacementFromTexture(cc_TangentDisplacements, vertexId);\n    }\n  #endif\n  void applyMorph (inout StandardVertInput attr) {\n    int vertexId = getVertexId();\n  #if CC_MORPH_TARGET_HAS_POSITION\n    attr.position.xyz = attr.position.xyz + getPositionDisplacement(vertexId);\n  #endif\n  #if CC_MORPH_TARGET_HAS_NORMAL\n    attr.normal.xyz = attr.normal.xyz + getNormalDisplacement(vertexId);\n  #endif\n  #if CC_MORPH_TARGET_HAS_TANGENT\n    attr.tangent.xyz = attr.tangent.xyz + getTangentDisplacement(vertexId);\n  #endif\n  }\n  void applyMorph (inout vec4 position) {\n  #if CC_MORPH_TARGET_HAS_POSITION\n    position.xyz = position.xyz + getPositionDisplacement(getVertexId());\n  #endif\n  }\n#endif\n#if CC_USE_SKINNING\n    layout(location = 4) in u32vec4 a_joints;\n  layout(location = 5) in vec4 a_weights;\n  #if CC_USE_BAKED_ANIMATION\n    #if USE_INSTANCING\n      layout(location = 7) in highp vec4 a_jointAnimInfo;\n    #endif\n    layout(set = 2, binding = 3) uniform CCSkinningTexture {\n      highp vec4 cc_jointTextureInfo;\n    };\n    layout(set = 2, binding = 2) uniform CCSkinningAnimation {\n      highp vec4 cc_jointAnimInfo;\n    };\n    layout(set = 2, binding = 6) uniform highp sampler2D cc_jointTexture;\n      #else\n    layout(set = 2, binding = 3) uniform CCSkinning {\n      highp vec4 cc_joints[30 * 3];\n    };\n  #endif\n  #if CC_USE_BAKED_ANIMATION\n    #if CC_DEVICE_SUPPORT_FLOAT_TEXTURE\n      mat4 getJointMatrix (float i) {\n              #if USE_INSTANCING\n                highp float j = 3.0 * (a_jointAnimInfo.x * a_jointAnimInfo.y + i) + a_jointAnimInfo.z;\n              #else\n                highp float j = 3.0 * (cc_jointAnimInfo.x * cc_jointTextureInfo.y + i) + cc_jointTextureInfo.z;\n              #endif\n              highp float invSize = cc_jointTextureInfo.w;\n              highp float y = floor(j * invSize);\n              highp float x = floor(j - y * cc_jointTextureInfo.x);\n              y = (y + 0.5) * invSize;\n        vec4 v1 = texture(cc_jointTexture, vec2((x + 0.5) * invSize, y));\n        vec4 v2 = texture(cc_jointTexture, vec2((x + 1.5) * invSize, y));\n        vec4 v3 = texture(cc_jointTexture, vec2((x + 2.5) * invSize, y));\n        return mat4(vec4(v1.xyz, 0.0), vec4(v2.xyz, 0.0), vec4(v3.xyz, 0.0), vec4(v1.w, v2.w, v3.w, 1.0));\n      }\n    #else\n      mat4 getJointMatrix (float i) {\n              #if USE_INSTANCING\n                highp float j = 12.0 * (a_jointAnimInfo.x * a_jointAnimInfo.y + i) + a_jointAnimInfo.z;\n              #else\n                highp float j = 12.0 * (cc_jointAnimInfo.x * cc_jointTextureInfo.y + i) + cc_jointTextureInfo.z;\n              #endif\n              highp float invSize = cc_jointTextureInfo.w;\n              highp float y = floor(j * invSize);\n              highp float x = floor(j - y * cc_jointTextureInfo.x);\n              y = (y + 0.5) * invSize;\n        vec4 v1 = vec4(\n          decode32(texture(cc_jointTexture, vec2((x + 0.5) * invSize, y))),\n          decode32(texture(cc_jointTexture, vec2((x + 1.5) * invSize, y))),\n          decode32(texture(cc_jointTexture, vec2((x + 2.5) * invSize, y))),\n          decode32(texture(cc_jointTexture, vec2((x + 3.5) * invSize, y)))\n        );\n        vec4 v2 = vec4(\n          decode32(texture(cc_jointTexture, vec2((x + 4.5) * invSize, y))),\n          decode32(texture(cc_jointTexture, vec2((x + 5.5) * invSize, y))),\n          decode32(texture(cc_jointTexture, vec2((x + 6.5) * invSize, y))),\n          decode32(texture(cc_jointTexture, vec2((x + 7.5) * invSize, y)))\n        );\n        vec4 v3 = vec4(\n          decode32(texture(cc_jointTexture, vec2((x + 8.5) * invSize, y))),\n          decode32(texture(cc_jointTexture, vec2((x + 9.5) * invSize, y))),\n          decode32(texture(cc_jointTexture, vec2((x + 10.5) * invSize, y))),\n          decode32(texture(cc_jointTexture, vec2((x + 11.5) * invSize, y)))\n        );\n        return mat4(vec4(v1.xyz, 0.0), vec4(v2.xyz, 0.0), vec4(v3.xyz, 0.0), vec4(v1.w, v2.w, v3.w, 1.0));\n      }\n    #endif\n  #else\n    mat4 getJointMatrix (float i) {\n      int idx = int(i);\n      vec4 v1 = cc_joints[idx * 3];\n      vec4 v2 = cc_joints[idx * 3 + 1];\n      vec4 v3 = cc_joints[idx * 3 + 2];\n      return mat4(vec4(v1.xyz, 0.0), vec4(v2.xyz, 0.0), vec4(v3.xyz, 0.0), vec4(v1.w, v2.w, v3.w, 1.0));\n    }\n  #endif\n  mat4 skinMatrix () {\n    vec4 joints = vec4(a_joints);\n    return getJointMatrix(joints.x) * a_weights.x\n         + getJointMatrix(joints.y) * a_weights.y\n         + getJointMatrix(joints.z) * a_weights.z\n         + getJointMatrix(joints.w) * a_weights.w;\n  }\n  void CCSkin (inout vec4 position) {\n    mat4 m = skinMatrix();\n    position = m * position;\n  }\n  void CCSkin (inout StandardVertInput attr) {\n    mat4 m = skinMatrix();\n    attr.position = m * attr.position;\n    attr.normal = (m * vec4(attr.normal, 0.0)).xyz;\n    attr.tangent.xyz = (m * vec4(attr.tangent.xyz, 0.0)).xyz;\n  }\n#endif\nlayout(set = 0, binding = 0) uniform CCGlobal {\n  highp   vec4 cc_time;\n  mediump vec4 cc_screenSize;\n  mediump vec4 cc_nativeSize;\n};\nlayout(set = 0, binding = 1) uniform CCCamera {\n  highp   mat4 cc_matView;\n  highp   mat4 cc_matViewInv;\n  highp   mat4 cc_matProj;\n  highp   mat4 cc_matProjInv;\n  highp   mat4 cc_matViewProj;\n  highp   mat4 cc_matViewProjInv;\n  highp   vec4 cc_cameraPos;\n  mediump vec4 cc_screenScale;\n  mediump vec4 cc_exposure;\n  mediump vec4 cc_mainLitDir;\n  mediump vec4 cc_mainLitColor;\n  mediump vec4 cc_ambientSky;\n  mediump vec4 cc_ambientGround;\n  mediump vec4 cc_fogColor;\n  mediump vec4 cc_fogBase;\n  mediump vec4 cc_fogAdd;\n  mediump vec4 cc_nearFar;\n  mediump vec4 cc_viewPort;\n};\n#if USE_INSTANCING\n  layout(location = 8) in vec4 a_matWorld0;\n  layout(location = 9) in vec4 a_matWorld1;\n  layout(location = 10) in vec4 a_matWorld2;\n  #if USE_LIGHTMAP\n    layout(location = 11) in vec4 a_lightingMapUVParam;\n  #endif\n#elif USE_BATCHING\n  layout(location = 12) in float a_dyn_batch_id;\n  layout(set = 2, binding = 0) uniform CCLocalBatched {\n    highp mat4 cc_matWorlds[10];\n  };\n#else\n  layout(set = 2, binding = 0) uniform CCLocal {\n    highp mat4 cc_matWorld;\n    highp mat4 cc_matWorldIT;\n    highp vec4 cc_lightingMapUVParam;\n  };\n#endif\nlayout(set = 1, binding = 0) uniform Constants {\n  vec4 tilingOffset;\n  vec4 albedo;\n  vec4 albedoScaleAndCutoff;\n  vec4 pbrParams;\n  vec4 emissive;\n  vec4 emissiveScaleParam;\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 fogStart = cc_fogBase.x;\n  float fogDensity = cc_fogBase.z;\n  float cam_dis = max(distance(cc_cameraPos, wPos) - fogStart, 0.0) / 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 fogStart = cc_fogBase.x;\n  float fogDensity = cc_fogBase.z;\n  float cam_dis = max(distance(cc_cameraPos, wPos) - fogStart, 0.0) / 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}\nvoid CC_TRANSFER_FOG_BASE(vec4 pos, out float factor)\n{\n  #if CC_USE_FOG == 0\n\tfactor = LinearFog(pos);\n  #elif CC_USE_FOG == 1\n    factor = ExpFog(pos);\n  #elif CC_USE_FOG == 2\n    factor = ExpSquaredFog(pos);\n  #elif CC_USE_FOG == 3\n    factor = LayeredFog(pos);\n  #else\n    factor = 1.0;\n  #endif\n}\n#if !CC_USE_ACCURATE_FOG\nlayout(location = 0) out float v_fog_factor;\n#endif\nvoid CC_TRANSFER_FOG(vec4 pos) {\n#if !CC_USE_ACCURATE_FOG\n    CC_TRANSFER_FOG_BASE(pos, v_fog_factor);\n#endif\n}\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  highp vec4 cc_shadowInvProjDepthInfo;\n  highp vec4 cc_shadowProjDepthInfo;\n  highp vec4 cc_shadowProjInfo;\n  mediump vec4 cc_shadowNFLSInfo;\n  mediump vec4 cc_shadowWHPBInfo;\n  mediump vec4 cc_shadowLPNNInfo;\n  lowp vec4 cc_shadowColor;\n  mediump vec4 cc_planarNDInfo;\n};\n#if CC_RECEIVE_SHADOW\n  layout(set = 0, binding = 3) uniform highp sampler2D cc_shadowMap;\n  layout(set = 0, binding = 5) uniform highp sampler2D cc_spotLightingMap;\n#endif\n#if USE_VERTEX_COLOR\n  layout(location = 13) in vec4 a_color;\n  layout(location = 2) out vec4 v_color;\n#endif\nlayout(location = 3) out vec3 v_position;\nlayout(location = 4) out vec3 v_normal;\nlayout(location = 5) out vec2 v_uv;\nlayout(location = 6) out vec2 v_uv1;\n#if USE_NORMAL_MAP\n  layout(location = 7) out vec3 v_tangent;\n  layout(location = 8) out vec3 v_bitangent;\n#endif\n#if HAS_SECOND_UV || USE_LIGHTMAP\n  layout(location = 14) in vec2 a_texCoord1;\n#endif\n#if USE_LIGHTMAP && !USE_BATCHING && !CC_FORWARD_ADD\n  layout(location = 9) out vec3 v_luv;\n  void CCLightingMapCaclUV()\n  {\n  #if !USE_INSTANCING\n    v_luv.xy = cc_lightingMapUVParam.xy + a_texCoord1 * cc_lightingMapUVParam.zw;\n    v_luv.z = cc_lightingMapUVParam.z;\n  #else\n    v_luv.xy = a_lightingMapUVParam.xy + a_texCoord1 * a_lightingMapUVParam.zw;\n    v_luv.z = a_lightingMapUVParam.z;\n  #endif\n  }\n#endif\nvoid main () {\n  StandardVertInput In;\n      In.position = vec4(a_position, 1.0);\n      In.normal = a_normal;\n      In.tangent = a_tangent;\n    #if CC_USE_MORPH\n      applyMorph(In);\n    #endif\n    #if CC_USE_SKINNING\n      CCSkin(In);\n    #endif\n  mat4 matWorld, matWorldIT;\n    #if USE_INSTANCING\n      matWorld = mat4(\n        vec4(a_matWorld0.xyz, 0.0),\n        vec4(a_matWorld1.xyz, 0.0),\n        vec4(a_matWorld2.xyz, 0.0),\n        vec4(a_matWorld0.w, a_matWorld1.w, a_matWorld2.w, 1.0)\n      );\n      matWorldIT = matWorld;\n    #elif USE_BATCHING\n      matWorld = cc_matWorlds[int(a_dyn_batch_id)];\n      matWorldIT = matWorld;\n    #else\n      matWorld = cc_matWorld;\n      matWorldIT = cc_matWorldIT;\n    #endif\n  vec4 pos = matWorld * In.position;\n  v_position = pos.xyz;\n  v_normal = normalize((matWorldIT * vec4(In.normal, 0.0)).xyz);\n  #if USE_NORMAL_MAP\n    v_tangent = normalize((matWorld * vec4(In.tangent.xyz, 0.0)).xyz);\n    v_bitangent = cross(v_normal, v_tangent) * In.tangent.w;\n  #endif\n  v_uv = a_texCoord * tilingOffset.xy + tilingOffset.zw;\n  #if HAS_SECOND_UV\n    v_uv1 = a_texCoord1 * tilingOffset.xy + tilingOffset.zw;\n  #endif\n  #if USE_VERTEX_COLOR\n    v_color = a_color;\n  #endif\n  CC_TRANSFER_FOG(pos);\n  v_shadowPos = cc_matLightViewProj * pos;\n  #if USE_LIGHTMAP && !USE_BATCHING && !CC_FORWARD_ADD\n    CCLightingMapCaclUV();\n  #endif\n  gl_Position = cc_matProj * (cc_matView * matWorld) * In.position;\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  mediump vec4 cc_nearFar;\n  mediump vec4 cc_viewPort;\n};\nlayout(set = 1, binding = 0) uniform Constants {\n  vec4 tilingOffset;\n  vec4 albedo;\n  vec4 albedoScaleAndCutoff;\n  vec4 pbrParams;\n  vec4 emissive;\n  vec4 emissiveScaleParam;\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 fogStart = cc_fogBase.x;\n  float fogDensity = cc_fogBase.z;\n  float cam_dis = max(distance(cc_cameraPos, wPos) - fogStart, 0.0) / 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 fogStart = cc_fogBase.x;\n  float fogDensity = cc_fogBase.z;\n  float cam_dis = max(distance(cc_cameraPos, wPos) - fogStart, 0.0) / 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}\nvoid CC_TRANSFER_FOG_BASE(vec4 pos, out float factor)\n{\n  #if CC_USE_FOG == 0\n\tfactor = LinearFog(pos);\n  #elif CC_USE_FOG == 1\n    factor = ExpFog(pos);\n  #elif CC_USE_FOG == 2\n    factor = ExpSquaredFog(pos);\n  #elif CC_USE_FOG == 3\n    factor = LayeredFog(pos);\n  #else\n    factor = 1.0;\n  #endif\n}\nvoid CC_APPLY_FOG_BASE(inout vec4 color, float factor) {\n  color = vec4(mix(cc_fogColor.rgb, color.rgb, factor), color.a);\n}\n#if !CC_USE_ACCURATE_FOG\nlayout(location = 0) in float v_fog_factor;\n#endif\nvoid CC_APPLY_FOG(inout vec4 color) {\n#if !CC_USE_ACCURATE_FOG\n    CC_APPLY_FOG_BASE(color, v_fog_factor);\n#endif\n}\nvoid CC_APPLY_FOG(inout vec4 color, vec3 worldPos) {\n#if CC_USE_ACCURATE_FOG\n    float factor;\n    CC_TRANSFER_FOG_BASE(vec4(worldPos, 1.0), factor);\n#else\n    float factor = v_fog_factor;\n#endif\n    CC_APPLY_FOG_BASE(color, factor);\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  highp vec4 cc_shadowInvProjDepthInfo;\n  highp vec4 cc_shadowProjDepthInfo;\n  highp vec4 cc_shadowProjInfo;\n  mediump vec4 cc_shadowNFLSInfo;\n  mediump vec4 cc_shadowWHPBInfo;\n  mediump vec4 cc_shadowLPNNInfo;\n  lowp vec4 cc_shadowColor;\n  mediump vec4 cc_planarNDInfo;\n};\nhighp float unpackHighpData (float mainPart, float modPart) {\n  highp float data = mainPart;\n  return data + modPart;\n}\nvoid packHighpData (out float mainPart, out float modPart, highp float data) {\n  mainPart = fract(data);\n  modPart = data - mainPart;\n}\nhighp float unpackHighpData (float mainPart, float modPart, const float modValue) {\n  highp float data = mainPart * modValue;\n  return data + modPart * modValue;\n}\nvoid packHighpData (out float mainPart, out float modPart, highp float data, const float modValue) {\n  highp float divide = data / modValue;\n  mainPart = floor(divide);\n  modPart = (data - mainPart * modValue) / modValue;\n}\nhighp vec2 unpackHighpData (vec2 mainPart, vec2 modPart) {\n  highp vec2 data = mainPart;\n  return data + modPart;\n}\nvoid packHighpData (out vec2 mainPart, out vec2 modPart, highp vec2 data) {\n  mainPart = fract(data);\n  modPart = data - mainPart;\n}\nhighp vec2 unpackHighpData (vec2 mainPart, vec2 modPart, const float modValue) {\n  highp vec2 data = mainPart * modValue;\n  return data + modPart * modValue;\n}\nvoid packHighpData (out vec2 mainPart, out vec2 modPart, highp vec2 data, const float modValue) {\n  highp vec2 divide = data / modValue;\n  mainPart = floor(divide);\n  modPart = (data - mainPart * modValue) / modValue;\n}\nhighp vec3 unpackHighpData (vec3 mainPart, vec3 modPart) {\n  highp vec3 data = mainPart;\n  return data + modPart;\n}\nvoid packHighpData (out vec3 mainPart, out vec3 modPart, highp vec3 data) {\n  mainPart = fract(data);\n  modPart = data - mainPart;\n}\nhighp vec3 unpackHighpData (vec3 mainPart, vec3 modPart, const float modValue) {\n  highp vec3 data = mainPart * modValue;\n  return data + modPart * modValue;\n}\nvoid packHighpData (out vec3 mainPart, out vec3 modPart, highp vec3 data, const float modValue) {\n  highp vec3 divide = data / modValue;\n  mainPart = floor(divide);\n  modPart = (data - mainPart * modValue) / modValue;\n}\nhighp vec4 unpackHighpData (vec4 mainPart, vec4 modPart) {\n  highp vec4 data = mainPart;\n  return data + modPart;\n}\nvoid packHighpData (out vec4 mainPart, out vec4 modPart, highp vec4 data) {\n  mainPart = fract(data);\n  modPart = data - mainPart;\n}\nhighp vec4 unpackHighpData (vec4 mainPart, vec4 modPart, const float modValue) {\n  highp vec4 data = mainPart * modValue;\n  return data + modPart * modValue;\n}\nvoid packHighpData (out vec4 mainPart, out vec4 modPart, highp vec4 data, const float modValue) {\n  highp vec4 divide = data / modValue;\n  mainPart = floor(divide);\n  modPart = (data - mainPart * modValue) / modValue;\n}\n#if CC_RECEIVE_SHADOW\n  layout(set = 0, binding = 3) uniform highp sampler2D cc_shadowMap;\n  layout(set = 0, binding = 5) uniform highp sampler2D cc_spotLightingMap;\n  vec4 ApplyShadowDepthBias_FaceNormal(vec4 shadowPos, vec3 worldNormal)\n  {\n    vec4 newShadowPos = shadowPos;\n    if(cc_shadowLPNNInfo.z > 0.0001)\n    {\n      vec4 viewNormal = cc_matLightView * vec4(worldNormal, 0.0);\n      if(viewNormal.z < 0.1)\n        newShadowPos.xy += viewNormal.xy * cc_shadowProjInfo.xy * cc_shadowLPNNInfo.z * clamp(viewNormal.z, 0.001, 0.1);\n    }\n    return newShadowPos;\n  }\n  vec4 ApplyShadowDepthBias_Orthographic(vec4 shadowPos, float viewspaceDepthBias)\n  {\n    float coeffA = cc_shadowProjDepthInfo.x;\n    float coeffB = cc_shadowProjDepthInfo.y;\n    float viewSpacePos_z = (shadowPos.z - coeffB) / coeffA;\n    viewSpacePos_z += viewspaceDepthBias;\n    vec4 result = shadowPos;\n    result.z = viewSpacePos_z * coeffA + coeffB;\n    return result;\n  }\n  float CCGetShadowFactorHard (vec4 shadowPos) {\n    vec4 clipPosNew = ApplyShadowDepthBias_Orthographic(shadowPos, cc_shadowWHPBInfo.w);\n    vec3 clipPos = clipPosNew.xyz / clipPosNew.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 < 0.0 || 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 / 16581375.0));\n    } else {\n      closestDepth = texture(cc_shadowMap, clipPos.xy).x;\n    }\n    shadow = step(clipPos.z, closestDepth);\n    return shadow;\n  }\n  float CCGetShadowFactorSoft (vec4 shadowPos) {\n    vec4 clipPosNew = ApplyShadowDepthBias_Orthographic(shadowPos, cc_shadowWHPBInfo.w);\n    vec3 clipPos = clipPosNew.xyz / clipPosNew.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 < 0.0 || 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;\n    vec2 mapSize = cc_shadowWHPBInfo.xy;\n    vec2 oneTap = 1.0 / mapSize;\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 / 16581375.0)));\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 / 16581375.0)));\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 / 16581375.0)));\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 / 16581375.0)));\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) * mapSize.x;\n    float resultX = mix(block0, block1, coefX);\n    float resultY = mix(block2, block3, coefX);\n    float coefY   = mod(clipPos.y, oneTap.y) * mapSize.y;\n    return mix(resultX, resultY, coefY);\n  }\n  float CCGetShadowFactorSoft2X (vec4 shadowPos) {\n    vec4 clipPosNew = ApplyShadowDepthBias_Orthographic(shadowPos, cc_shadowWHPBInfo.w);\n    vec3 clipPos = clipPosNew.xyz / clipPosNew.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 < 0.0 || 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;\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 / 16581375.0)));\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 / 16581375.0)));\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 / 16581375.0)));\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 / 16581375.0)));\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 / 16581375.0)));\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 / 16581375.0)));\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 / 16581375.0)));\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 / 16581375.0)));\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 / 16581375.0)));\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#endif\n#if CC_USE_IBL\n  layout(set = 0, binding = 4) uniform samplerCube cc_environment;\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  vec3 unpackRGBE (vec4 rgbe) {\n    return rgbe.rgb * pow(1.1, rgbe.a * 255.0 - 128.0);\n  }\n  #if CC_USE_DIFFUSEMAP\n    layout(set = 0, binding = 6) uniform samplerCube cc_diffuseMap;\n  #endif\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}\n#if USE_REFLECTION_DENOISE\n  vec3 GetEnvReflectionWithMipFiltering(vec3 R, float roughness, float mipCount, float denoiseIntensity) {\n    #if CC_USE_IBL\n    \tfloat mip = roughness * mipCount;\n    \tfloat delta = (dot(dFdx(R), dFdy(R))) * 1000.0;\n    \tfloat mipBias = mix(0.0, 5.0, clamp(delta, 0.0, 1.0));\n    \tvec4 biased = fragTextureLod(cc_environment, R, mip + mipBias);\n     \tvec4 filtered = texture(cc_environment, R);\n      #if CC_USE_IBL == 2\n      \tbiased.rgb = unpackRGBE(biased);\n      \tfiltered.rgb = unpackRGBE(filtered);\n      #else\n      \tbiased.rgb = SRGBToLinear(biased.rgb);\n      \tfiltered.rgb = SRGBToLinear(filtered.rgb);\n      #endif\n      return mix(biased.rgb, filtered.rgb, denoiseIntensity);\n    #else\n      return vec3(0.0, 0.0, 0.0);\n    #endif\n  }\n#endif\nstruct StandardSurface {\n  vec4 albedo;\n  #if CC_PLATFORM_ANDROID_AND_WEBGL && CC_ENABLE_WEBGL_HIGHP_STRUCT_VALUES\n  vec3 position, position_fract_part;\n  #else\n  vec3 position;\n  #endif\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 position;\n  #if CC_PLATFORM_ANDROID_AND_WEBGL && CC_ENABLE_WEBGL_HIGHP_STRUCT_VALUES\n  position = unpackHighpData(s.position, s.position_fract_part);\n  #else\n  position = s.position;\n  #endif\n  vec3 N = normalize(s.normal);\n  vec3 V = normalize(cc_cameraPos.xyz - 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 && cc_mainLitDir.w > 0.0) {\n      {\n        vec4 pos = ApplyShadowDepthBias_FaceNormal(shadowPos, N);\n        float pcf = cc_shadowWHPBInfo.z;\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);\n  #if CC_USE_IBL\n    #if CC_USE_DIFFUSEMAP\n      vec4 diffuseMap = texture(cc_diffuseMap, N);\n      #if CC_USE_DIFFUSEMAP == 2\n        ambDiff = unpackRGBE(diffuseMap);\n      #else\n        ambDiff = SRGBToLinear(diffuseMap.rgb);\n      #endif\n    #endif\n    vec3 R = normalize(reflect(-V, N));\n    #if USE_REFLECTION_DENOISE\n      vec3 env = GetEnvReflectionWithMipFiltering(R, s.roughness, cc_ambientGround.w, 0.6);\n    #else\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    #endif\n    finalColor += env * cc_ambientSky.w * specular * s.occlusion;\n  #endif\n  finalColor += ambDiff.rgb * cc_ambientSky.w * diffuse * s.occlusion;\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 = ACESToneMap(color.rgb);\n  #endif\n  color.rgb = sqrt(color.rgb);\n  return color;\n}\nlayout(location = 1) in highp vec4 v_shadowPos;\n#if USE_LIGHTMAP && !USE_BATCHING && !CC_FORWARD_ADD\n  layout(location = 9) in vec3 v_luv;\n  layout(set = 2, binding = 10) uniform sampler2D cc_lightingMap;\n#endif\nlayout(location = 3) in vec3 v_position;\nlayout(location = 5) in vec2 v_uv;\nlayout(location = 6) in vec2 v_uv1;\nlayout(location = 4) in vec3 v_normal;\n#if USE_VERTEX_COLOR\n  layout(location = 2) in vec4 v_color;\n#endif\n#if USE_ALBEDO_MAP\n  layout(set = 1, binding = 1) uniform sampler2D albedoMap;\n#endif\n#if USE_NORMAL_MAP\n  layout(location = 7) in vec3 v_tangent;\n  layout(location = 8) in vec3 v_bitangent;\n  layout(set = 1, binding = 2) uniform sampler2D normalMap;\n#endif\n#if USE_PBR_MAP\n  layout(set = 1, binding = 3) uniform sampler2D pbrMap;\n#endif\n#if USE_METALLIC_ROUGHNESS_MAP\n  layout(set = 1, binding = 4) uniform sampler2D metallicRoughnessMap;\n#endif\n#if USE_OCCLUSION_MAP\n  layout(set = 1, binding = 5) uniform sampler2D occlusionMap;\n#endif\n#if USE_EMISSIVE_MAP\n  layout(set = 1, binding = 6) uniform sampler2D emissiveMap;\n#endif\n#if USE_ALPHA_TEST\n#endif\nvoid surf (out StandardSurface s) {\n  vec4 baseColor = albedo;\n  #if USE_VERTEX_COLOR\n    baseColor *= v_color;\n  #endif\n  #if USE_ALBEDO_MAP\n    vec4 texColor = texture(albedoMap, ALBEDO_UV);\n    texColor.rgb = SRGBToLinear(texColor.rgb);\n    baseColor *= texColor;\n  #endif\n  s.albedo = baseColor;\n  s.albedo.rgb *= albedoScaleAndCutoff.xyz;\n  #if USE_ALPHA_TEST\n    if (s.albedo.ALPHA_TEST_CHANNEL < albedoScaleAndCutoff.w) discard;\n  #endif\n  #if USE_LIGHTMAP && !USE_BATCHING && !CC_FORWARD_ADD\n    s.lightmap = texture(cc_lightingMap, v_luv);\n  #endif\n  s.normal = v_normal;\n  #if USE_NORMAL_MAP\n    vec3 nmmp = texture(normalMap, NORMAL_UV).xyz - vec3(0.5);\n    s.normal =\n      (nmmp.x * pbrParams.w) * normalize(v_tangent) +\n      (nmmp.y * pbrParams.w) * normalize(v_bitangent) +\n      nmmp.z * normalize(s.normal);\n  #endif\n  #if CC_PLATFORM_ANDROID_AND_WEBGL && CC_ENABLE_WEBGL_HIGHP_STRUCT_VALUES\n  packHighpData(s.position, s.position_fract_part, v_position);\n  #else\n  s.position = v_position;\n  #endif\n  vec4 pbr = pbrParams;\n  #if USE_PBR_MAP\n    vec4 res = texture(pbrMap, PBR_UV);\n    pbr.x *= res.r;\n    pbr.y *= res.g;\n    pbr.z *= res.b;\n  #endif\n  #if USE_METALLIC_ROUGHNESS_MAP\n    vec4 metallicRoughness = texture(metallicRoughnessMap, PBR_UV);\n    pbr.z *= metallicRoughness.b;\n    pbr.y *= metallicRoughness.g;\n  #endif\n  #if USE_OCCLUSION_MAP\n    pbr.x *= texture(occlusionMap, PBR_UV).r;\n  #endif\n  s.occlusion = pbr.x;\n  s.roughness = pbr.y;\n  s.metallic = pbr.z;\n  s.emissive = emissive.rgb * emissiveScaleParam.xyz;\n  #if USE_EMISSIVE_MAP\n    s.emissive *= SRGBToLinear(texture(emissiveMap, EMISSIVE_UV).rgb);\n  #endif\n}\nlayout(set = 2, binding = 12) uniform sampler2D cc_reflectionTexture;\nlayout(location = 0) out vec4 fragColorX;\nvoid main () {\n  StandardSurface s; surf(s);\n  vec4 color = CCStandardShadingBase(s, v_shadowPos);\n  CC_APPLY_FOG(color, s.position.xyz);\n  vec4 baseColor = CCFragOutput(color);\n  vec2 noise = v_normal.xy * 0.02;\n  #if USE_NORMAL_MAP\n    noise = texture(normalMap, ALBEDO_UV).xy * 0.02;\n  #endif\n  vec2 resolution = cc_screenSize.xy;\n  vec2 uv = (gl_FragCoord.xy / resolution) + noise;\n  vec4 reflectionColor = texture(cc_reflectionTexture, uv);\n  fragColorX = mix(baseColor, reflectionColor, 0.5);\n  fragColorX.w = 1.0;\n}"
      },
      "glsl3": {
        "vert": "\nprecision highp float;\nhighp float decode32 (highp vec4 rgba) {\n  rgba = rgba * 255.0;\n  highp float Sign = 1.0 - (step(128.0, (rgba[3]) + 0.5)) * 2.0;\n  highp float Exponent = 2.0 * (mod(float(int((rgba[3]) + 0.5)), 128.0)) + (step(128.0, (rgba[2]) + 0.5)) - 127.0;\n  highp float Mantissa = (mod(float(int((rgba[2]) + 0.5)), 128.0)) * 65536.0 + rgba[1] * 256.0 + rgba[0] + 8388608.0;\n  return Sign * exp2(Exponent - 23.0) * Mantissa;\n}\nstruct StandardVertInput {\n  highp vec4 position;\n  vec3 normal;\n  vec4 tangent;\n};\nin vec3 a_position;\nin vec3 a_normal;\nin vec2 a_texCoord;\nin vec4 a_tangent;\n#if CC_USE_MORPH\n    in float a_vertexId;\n    int getVertexId() {\n      return int(a_vertexId);\n    }\n  layout(std140) uniform CCMorph {\n    vec4 cc_displacementWeights[15];\n    vec4 cc_displacementTextureInfo;\n  };\n  vec2 getPixelLocation(vec2 textureResolution, int pixelIndex) {\n    float pixelIndexF = float(pixelIndex);\n    float x = mod(pixelIndexF, textureResolution.x);\n    float y = floor(pixelIndexF / textureResolution.x);\n    return vec2(x, y);\n  }\n  vec2 getPixelCoordFromLocation(vec2 location, vec2 textureResolution) {\n    return (vec2(location.x, location.y) + .5) / textureResolution;\n  }\n  #if CC_DEVICE_SUPPORT_FLOAT_TEXTURE\n      vec4 fetchVec3ArrayFromTexture(sampler2D tex, int pixelIndex) {\n        ivec2 texSize = textureSize(tex, 0);\n        return texelFetch(tex, ivec2(pixelIndex % texSize.x, pixelIndex / texSize.x), 0);\n      }\n  #else\n    vec4 fetchVec3ArrayFromTexture(sampler2D tex, int elementIndex) {\n      int pixelIndex = elementIndex * 4;\n      vec2 location = getPixelLocation(cc_displacementTextureInfo.xy, pixelIndex);\n      vec2 x = getPixelCoordFromLocation(location + vec2(0.0, 0.0), cc_displacementTextureInfo.xy);\n      vec2 y = getPixelCoordFromLocation(location + vec2(1.0, 0.0), cc_displacementTextureInfo.xy);\n      vec2 z = getPixelCoordFromLocation(location + vec2(2.0, 0.0), cc_displacementTextureInfo.xy);\n      return vec4(\n        decode32(texture(tex, x)),\n        decode32(texture(tex, y)),\n        decode32(texture(tex, z)),\n        1.0\n      );\n    }\n  #endif\n  float getDisplacementWeight(int index) {\n    int quot = index / 4;\n    int remainder = index - quot * 4;\n    if (remainder == 0) {\n      return cc_displacementWeights[quot].x;\n    } else if (remainder == 1) {\n      return cc_displacementWeights[quot].y;\n    } else if (remainder == 2) {\n      return cc_displacementWeights[quot].z;\n    } else {\n      return cc_displacementWeights[quot].w;\n    }\n  }\n  vec3 getVec3DisplacementFromTexture(sampler2D tex, int vertexIndex) {\n  #if CC_MORPH_PRECOMPUTED\n    return fetchVec3ArrayFromTexture(tex, vertexIndex).rgb;\n  #else\n    vec3 result = vec3(0, 0, 0);\n    int nVertices = int(cc_displacementTextureInfo.z);\n    for (int iTarget = 0; iTarget < CC_MORPH_TARGET_COUNT; ++iTarget) {\n      result += (fetchVec3ArrayFromTexture(tex, nVertices * iTarget + vertexIndex).rgb * getDisplacementWeight(iTarget));\n    }\n    return result;\n  #endif\n  }\n  #if CC_MORPH_TARGET_HAS_POSITION\n    uniform sampler2D cc_PositionDisplacements;\n    vec3 getPositionDisplacement(int vertexId) {\n      return getVec3DisplacementFromTexture(cc_PositionDisplacements, vertexId);\n    }\n  #endif\n  #if CC_MORPH_TARGET_HAS_NORMAL\n    uniform sampler2D cc_NormalDisplacements;\n    vec3 getNormalDisplacement(int vertexId) {\n      return getVec3DisplacementFromTexture(cc_NormalDisplacements, vertexId);\n    }\n  #endif\n  #if CC_MORPH_TARGET_HAS_TANGENT\n    uniform sampler2D cc_TangentDisplacements;\n    vec3 getTangentDisplacement(int vertexId) {\n      return getVec3DisplacementFromTexture(cc_TangentDisplacements, vertexId);\n    }\n  #endif\n  void applyMorph (inout StandardVertInput attr) {\n    int vertexId = getVertexId();\n  #if CC_MORPH_TARGET_HAS_POSITION\n    attr.position.xyz = attr.position.xyz + getPositionDisplacement(vertexId);\n  #endif\n  #if CC_MORPH_TARGET_HAS_NORMAL\n    attr.normal.xyz = attr.normal.xyz + getNormalDisplacement(vertexId);\n  #endif\n  #if CC_MORPH_TARGET_HAS_TANGENT\n    attr.tangent.xyz = attr.tangent.xyz + getTangentDisplacement(vertexId);\n  #endif\n  }\n  void applyMorph (inout vec4 position) {\n  #if CC_MORPH_TARGET_HAS_POSITION\n    position.xyz = position.xyz + getPositionDisplacement(getVertexId());\n  #endif\n  }\n#endif\n#if CC_USE_SKINNING\n    in vec4 a_joints;\n  in vec4 a_weights;\n  #if CC_USE_BAKED_ANIMATION\n    #if USE_INSTANCING\n      in highp vec4 a_jointAnimInfo;\n    #endif\n    layout(std140) uniform CCSkinningTexture {\n      highp vec4 cc_jointTextureInfo;\n    };\n    layout(std140) uniform CCSkinningAnimation {\n      highp vec4 cc_jointAnimInfo;\n    };\n    uniform highp sampler2D cc_jointTexture;\n      #else\n    layout(std140) uniform CCSkinning {\n      highp vec4 cc_joints[30 * 3];\n    };\n  #endif\n  #if CC_USE_BAKED_ANIMATION\n    #if CC_DEVICE_SUPPORT_FLOAT_TEXTURE\n      mat4 getJointMatrix (float i) {\n              #if USE_INSTANCING\n                highp float j = 3.0 * (a_jointAnimInfo.x * a_jointAnimInfo.y + i) + a_jointAnimInfo.z;\n              #else\n                highp float j = 3.0 * (cc_jointAnimInfo.x * cc_jointTextureInfo.y + i) + cc_jointTextureInfo.z;\n              #endif\n              highp float invSize = cc_jointTextureInfo.w;\n              highp float y = floor(j * invSize);\n              highp float x = floor(j - y * cc_jointTextureInfo.x);\n              y = (y + 0.5) * invSize;\n        vec4 v1 = texture(cc_jointTexture, vec2((x + 0.5) * invSize, y));\n        vec4 v2 = texture(cc_jointTexture, vec2((x + 1.5) * invSize, y));\n        vec4 v3 = texture(cc_jointTexture, vec2((x + 2.5) * invSize, y));\n        return mat4(vec4(v1.xyz, 0.0), vec4(v2.xyz, 0.0), vec4(v3.xyz, 0.0), vec4(v1.w, v2.w, v3.w, 1.0));\n      }\n    #else\n      mat4 getJointMatrix (float i) {\n              #if USE_INSTANCING\n                highp float j = 12.0 * (a_jointAnimInfo.x * a_jointAnimInfo.y + i) + a_jointAnimInfo.z;\n              #else\n                highp float j = 12.0 * (cc_jointAnimInfo.x * cc_jointTextureInfo.y + i) + cc_jointTextureInfo.z;\n              #endif\n              highp float invSize = cc_jointTextureInfo.w;\n              highp float y = floor(j * invSize);\n              highp float x = floor(j - y * cc_jointTextureInfo.x);\n              y = (y + 0.5) * invSize;\n        vec4 v1 = vec4(\n          decode32(texture(cc_jointTexture, vec2((x + 0.5) * invSize, y))),\n          decode32(texture(cc_jointTexture, vec2((x + 1.5) * invSize, y))),\n          decode32(texture(cc_jointTexture, vec2((x + 2.5) * invSize, y))),\n          decode32(texture(cc_jointTexture, vec2((x + 3.5) * invSize, y)))\n        );\n        vec4 v2 = vec4(\n          decode32(texture(cc_jointTexture, vec2((x + 4.5) * invSize, y))),\n          decode32(texture(cc_jointTexture, vec2((x + 5.5) * invSize, y))),\n          decode32(texture(cc_jointTexture, vec2((x + 6.5) * invSize, y))),\n          decode32(texture(cc_jointTexture, vec2((x + 7.5) * invSize, y)))\n        );\n        vec4 v3 = vec4(\n          decode32(texture(cc_jointTexture, vec2((x + 8.5) * invSize, y))),\n          decode32(texture(cc_jointTexture, vec2((x + 9.5) * invSize, y))),\n          decode32(texture(cc_jointTexture, vec2((x + 10.5) * invSize, y))),\n          decode32(texture(cc_jointTexture, vec2((x + 11.5) * invSize, y)))\n        );\n        return mat4(vec4(v1.xyz, 0.0), vec4(v2.xyz, 0.0), vec4(v3.xyz, 0.0), vec4(v1.w, v2.w, v3.w, 1.0));\n      }\n    #endif\n  #else\n    mat4 getJointMatrix (float i) {\n      int idx = int(i);\n      vec4 v1 = cc_joints[idx * 3];\n      vec4 v2 = cc_joints[idx * 3 + 1];\n      vec4 v3 = cc_joints[idx * 3 + 2];\n      return mat4(vec4(v1.xyz, 0.0), vec4(v2.xyz, 0.0), vec4(v3.xyz, 0.0), vec4(v1.w, v2.w, v3.w, 1.0));\n    }\n  #endif\n  mat4 skinMatrix () {\n    vec4 joints = vec4(a_joints);\n    return getJointMatrix(joints.x) * a_weights.x\n         + getJointMatrix(joints.y) * a_weights.y\n         + getJointMatrix(joints.z) * a_weights.z\n         + getJointMatrix(joints.w) * a_weights.w;\n  }\n  void CCSkin (inout vec4 position) {\n    mat4 m = skinMatrix();\n    position = m * position;\n  }\n  void CCSkin (inout StandardVertInput attr) {\n    mat4 m = skinMatrix();\n    attr.position = m * attr.position;\n    attr.normal = (m * vec4(attr.normal, 0.0)).xyz;\n    attr.tangent.xyz = (m * vec4(attr.tangent.xyz, 0.0)).xyz;\n  }\n#endif\nlayout(std140) uniform CCGlobal {\n  highp   vec4 cc_time;\n  mediump vec4 cc_screenSize;\n  mediump vec4 cc_nativeSize;\n};\nlayout(std140) uniform CCCamera {\n  highp   mat4 cc_matView;\n  highp   mat4 cc_matViewInv;\n  highp   mat4 cc_matProj;\n  highp   mat4 cc_matProjInv;\n  highp   mat4 cc_matViewProj;\n  highp   mat4 cc_matViewProjInv;\n  highp   vec4 cc_cameraPos;\n  mediump vec4 cc_screenScale;\n  mediump vec4 cc_exposure;\n  mediump vec4 cc_mainLitDir;\n  mediump vec4 cc_mainLitColor;\n  mediump vec4 cc_ambientSky;\n  mediump vec4 cc_ambientGround;\n  mediump vec4 cc_fogColor;\n  mediump vec4 cc_fogBase;\n  mediump vec4 cc_fogAdd;\n  mediump vec4 cc_nearFar;\n  mediump vec4 cc_viewPort;\n};\n#if USE_INSTANCING\n  in vec4 a_matWorld0;\n  in vec4 a_matWorld1;\n  in vec4 a_matWorld2;\n  #if USE_LIGHTMAP\n    in vec4 a_lightingMapUVParam;\n  #endif\n#elif USE_BATCHING\n  in float a_dyn_batch_id;\n  layout(std140) uniform CCLocalBatched {\n    highp mat4 cc_matWorlds[10];\n  };\n#else\n  layout(std140) uniform CCLocal {\n    highp mat4 cc_matWorld;\n    highp mat4 cc_matWorldIT;\n    highp vec4 cc_lightingMapUVParam;\n  };\n#endif\nlayout(std140) uniform Constants {\n  vec4 tilingOffset;\n  vec4 albedo;\n  vec4 albedoScaleAndCutoff;\n  vec4 pbrParams;\n  vec4 emissive;\n  vec4 emissiveScaleParam;\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 fogStart = cc_fogBase.x;\n  float fogDensity = cc_fogBase.z;\n  float cam_dis = max(distance(cc_cameraPos, wPos) - fogStart, 0.0) / 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 fogStart = cc_fogBase.x;\n  float fogDensity = cc_fogBase.z;\n  float cam_dis = max(distance(cc_cameraPos, wPos) - fogStart, 0.0) / 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}\nvoid CC_TRANSFER_FOG_BASE(vec4 pos, out float factor)\n{\n  #if CC_USE_FOG == 0\n\tfactor = LinearFog(pos);\n  #elif CC_USE_FOG == 1\n    factor = ExpFog(pos);\n  #elif CC_USE_FOG == 2\n    factor = ExpSquaredFog(pos);\n  #elif CC_USE_FOG == 3\n    factor = LayeredFog(pos);\n  #else\n    factor = 1.0;\n  #endif\n}\n#if !CC_USE_ACCURATE_FOG\nout float v_fog_factor;\n#endif\nvoid CC_TRANSFER_FOG(vec4 pos) {\n#if !CC_USE_ACCURATE_FOG\n    CC_TRANSFER_FOG_BASE(pos, v_fog_factor);\n#endif\n}\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  highp vec4 cc_shadowInvProjDepthInfo;\n  highp vec4 cc_shadowProjDepthInfo;\n  highp vec4 cc_shadowProjInfo;\n  mediump vec4 cc_shadowNFLSInfo;\n  mediump vec4 cc_shadowWHPBInfo;\n  mediump vec4 cc_shadowLPNNInfo;\n  lowp vec4 cc_shadowColor;\n  mediump vec4 cc_planarNDInfo;\n};\n#if CC_RECEIVE_SHADOW\n  uniform highp sampler2D cc_shadowMap;\n  uniform highp sampler2D cc_spotLightingMap;\n#endif\n#if USE_VERTEX_COLOR\n  in vec4 a_color;\n  out vec4 v_color;\n#endif\nout vec3 v_position;\nout vec3 v_normal;\nout vec2 v_uv;\nout vec2 v_uv1;\n#if USE_NORMAL_MAP\n  out vec3 v_tangent;\n  out vec3 v_bitangent;\n#endif\n#if HAS_SECOND_UV || USE_LIGHTMAP\n  in vec2 a_texCoord1;\n#endif\n#if USE_LIGHTMAP && !USE_BATCHING && !CC_FORWARD_ADD\n  out vec3 v_luv;\n  void CCLightingMapCaclUV()\n  {\n  #if !USE_INSTANCING\n    v_luv.xy = cc_lightingMapUVParam.xy + a_texCoord1 * cc_lightingMapUVParam.zw;\n    v_luv.z = cc_lightingMapUVParam.z;\n  #else\n    v_luv.xy = a_lightingMapUVParam.xy + a_texCoord1 * a_lightingMapUVParam.zw;\n    v_luv.z = a_lightingMapUVParam.z;\n  #endif\n  }\n#endif\nvoid main () {\n  StandardVertInput In;\n      In.position = vec4(a_position, 1.0);\n      In.normal = a_normal;\n      In.tangent = a_tangent;\n    #if CC_USE_MORPH\n      applyMorph(In);\n    #endif\n    #if CC_USE_SKINNING\n      CCSkin(In);\n    #endif\n  mat4 matWorld, matWorldIT;\n    #if USE_INSTANCING\n      matWorld = mat4(\n        vec4(a_matWorld0.xyz, 0.0),\n        vec4(a_matWorld1.xyz, 0.0),\n        vec4(a_matWorld2.xyz, 0.0),\n        vec4(a_matWorld0.w, a_matWorld1.w, a_matWorld2.w, 1.0)\n      );\n      matWorldIT = matWorld;\n    #elif USE_BATCHING\n      matWorld = cc_matWorlds[int(a_dyn_batch_id)];\n      matWorldIT = matWorld;\n    #else\n      matWorld = cc_matWorld;\n      matWorldIT = cc_matWorldIT;\n    #endif\n  vec4 pos = matWorld * In.position;\n  v_position = pos.xyz;\n  v_normal = normalize((matWorldIT * vec4(In.normal, 0.0)).xyz);\n  #if USE_NORMAL_MAP\n    v_tangent = normalize((matWorld * vec4(In.tangent.xyz, 0.0)).xyz);\n    v_bitangent = cross(v_normal, v_tangent) * In.tangent.w;\n  #endif\n  v_uv = a_texCoord * tilingOffset.xy + tilingOffset.zw;\n  #if HAS_SECOND_UV\n    v_uv1 = a_texCoord1 * tilingOffset.xy + tilingOffset.zw;\n  #endif\n  #if USE_VERTEX_COLOR\n    v_color = a_color;\n  #endif\n  CC_TRANSFER_FOG(pos);\n  v_shadowPos = cc_matLightViewProj * pos;\n  #if USE_LIGHTMAP && !USE_BATCHING && !CC_FORWARD_ADD\n    CCLightingMapCaclUV();\n  #endif\n  gl_Position = cc_matProj * (cc_matView * matWorld) * In.position;\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  mediump vec4 cc_nearFar;\n  mediump vec4 cc_viewPort;\n};\nlayout(std140) uniform Constants {\n  vec4 tilingOffset;\n  vec4 albedo;\n  vec4 albedoScaleAndCutoff;\n  vec4 pbrParams;\n  vec4 emissive;\n  vec4 emissiveScaleParam;\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 fogStart = cc_fogBase.x;\n  float fogDensity = cc_fogBase.z;\n  float cam_dis = max(distance(cc_cameraPos, wPos) - fogStart, 0.0) / 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 fogStart = cc_fogBase.x;\n  float fogDensity = cc_fogBase.z;\n  float cam_dis = max(distance(cc_cameraPos, wPos) - fogStart, 0.0) / 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}\nvoid CC_TRANSFER_FOG_BASE(vec4 pos, out float factor)\n{\n  #if CC_USE_FOG == 0\n\tfactor = LinearFog(pos);\n  #elif CC_USE_FOG == 1\n    factor = ExpFog(pos);\n  #elif CC_USE_FOG == 2\n    factor = ExpSquaredFog(pos);\n  #elif CC_USE_FOG == 3\n    factor = LayeredFog(pos);\n  #else\n    factor = 1.0;\n  #endif\n}\nvoid CC_APPLY_FOG_BASE(inout vec4 color, float factor) {\n  color = vec4(mix(cc_fogColor.rgb, color.rgb, factor), color.a);\n}\n#if !CC_USE_ACCURATE_FOG\nin float v_fog_factor;\n#endif\nvoid CC_APPLY_FOG(inout vec4 color) {\n#if !CC_USE_ACCURATE_FOG\n    CC_APPLY_FOG_BASE(color, v_fog_factor);\n#endif\n}\nvoid CC_APPLY_FOG(inout vec4 color, vec3 worldPos) {\n#if CC_USE_ACCURATE_FOG\n    float factor;\n    CC_TRANSFER_FOG_BASE(vec4(worldPos, 1.0), factor);\n#else\n    float factor = v_fog_factor;\n#endif\n    CC_APPLY_FOG_BASE(color, factor);\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  highp vec4 cc_shadowInvProjDepthInfo;\n  highp vec4 cc_shadowProjDepthInfo;\n  highp vec4 cc_shadowProjInfo;\n  mediump vec4 cc_shadowNFLSInfo;\n  mediump vec4 cc_shadowWHPBInfo;\n  mediump vec4 cc_shadowLPNNInfo;\n  lowp vec4 cc_shadowColor;\n  mediump vec4 cc_planarNDInfo;\n};\nhighp float unpackHighpData (float mainPart, float modPart) {\n  highp float data = mainPart;\n  return data + modPart;\n}\nvoid packHighpData (out float mainPart, out float modPart, highp float data) {\n  mainPart = fract(data);\n  modPart = data - mainPart;\n}\nhighp float unpackHighpData (float mainPart, float modPart, const float modValue) {\n  highp float data = mainPart * modValue;\n  return data + modPart * modValue;\n}\nvoid packHighpData (out float mainPart, out float modPart, highp float data, const float modValue) {\n  highp float divide = data / modValue;\n  mainPart = floor(divide);\n  modPart = (data - mainPart * modValue) / modValue;\n}\nhighp vec2 unpackHighpData (vec2 mainPart, vec2 modPart) {\n  highp vec2 data = mainPart;\n  return data + modPart;\n}\nvoid packHighpData (out vec2 mainPart, out vec2 modPart, highp vec2 data) {\n  mainPart = fract(data);\n  modPart = data - mainPart;\n}\nhighp vec2 unpackHighpData (vec2 mainPart, vec2 modPart, const float modValue) {\n  highp vec2 data = mainPart * modValue;\n  return data + modPart * modValue;\n}\nvoid packHighpData (out vec2 mainPart, out vec2 modPart, highp vec2 data, const float modValue) {\n  highp vec2 divide = data / modValue;\n  mainPart = floor(divide);\n  modPart = (data - mainPart * modValue) / modValue;\n}\nhighp vec3 unpackHighpData (vec3 mainPart, vec3 modPart) {\n  highp vec3 data = mainPart;\n  return data + modPart;\n}\nvoid packHighpData (out vec3 mainPart, out vec3 modPart, highp vec3 data) {\n  mainPart = fract(data);\n  modPart = data - mainPart;\n}\nhighp vec3 unpackHighpData (vec3 mainPart, vec3 modPart, const float modValue) {\n  highp vec3 data = mainPart * modValue;\n  return data + modPart * modValue;\n}\nvoid packHighpData (out vec3 mainPart, out vec3 modPart, highp vec3 data, const float modValue) {\n  highp vec3 divide = data / modValue;\n  mainPart = floor(divide);\n  modPart = (data - mainPart * modValue) / modValue;\n}\nhighp vec4 unpackHighpData (vec4 mainPart, vec4 modPart) {\n  highp vec4 data = mainPart;\n  return data + modPart;\n}\nvoid packHighpData (out vec4 mainPart, out vec4 modPart, highp vec4 data) {\n  mainPart = fract(data);\n  modPart = data - mainPart;\n}\nhighp vec4 unpackHighpData (vec4 mainPart, vec4 modPart, const float modValue) {\n  highp vec4 data = mainPart * modValue;\n  return data + modPart * modValue;\n}\nvoid packHighpData (out vec4 mainPart, out vec4 modPart, highp vec4 data, const float modValue) {\n  highp vec4 divide = data / modValue;\n  mainPart = floor(divide);\n  modPart = (data - mainPart * modValue) / modValue;\n}\n#if CC_RECEIVE_SHADOW\n  uniform highp sampler2D cc_shadowMap;\n  uniform highp sampler2D cc_spotLightingMap;\n  vec4 ApplyShadowDepthBias_FaceNormal(vec4 shadowPos, vec3 worldNormal)\n  {\n    vec4 newShadowPos = shadowPos;\n    if(cc_shadowLPNNInfo.z > 0.0001)\n    {\n      vec4 viewNormal = cc_matLightView * vec4(worldNormal, 0.0);\n      if(viewNormal.z < 0.1)\n        newShadowPos.xy += viewNormal.xy * cc_shadowProjInfo.xy * cc_shadowLPNNInfo.z * clamp(viewNormal.z, 0.001, 0.1);\n    }\n    return newShadowPos;\n  }\n  vec4 ApplyShadowDepthBias_Orthographic(vec4 shadowPos, float viewspaceDepthBias)\n  {\n    float coeffA = cc_shadowProjDepthInfo.x;\n    float coeffB = cc_shadowProjDepthInfo.y;\n    float viewSpacePos_z = (shadowPos.z - coeffB) / coeffA;\n    viewSpacePos_z += viewspaceDepthBias;\n    vec4 result = shadowPos;\n    result.z = viewSpacePos_z * coeffA + coeffB;\n    return result;\n  }\n  float CCGetShadowFactorHard (vec4 shadowPos) {\n    vec4 clipPosNew = ApplyShadowDepthBias_Orthographic(shadowPos, cc_shadowWHPBInfo.w);\n    vec3 clipPos = clipPosNew.xyz / clipPosNew.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 < 0.0 || 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 / 16581375.0));\n    } else {\n      closestDepth = texture(cc_shadowMap, clipPos.xy).x;\n    }\n    shadow = step(clipPos.z, closestDepth);\n    return shadow;\n  }\n  float CCGetShadowFactorSoft (vec4 shadowPos) {\n    vec4 clipPosNew = ApplyShadowDepthBias_Orthographic(shadowPos, cc_shadowWHPBInfo.w);\n    vec3 clipPos = clipPosNew.xyz / clipPosNew.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 < 0.0 || 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;\n    vec2 mapSize = cc_shadowWHPBInfo.xy;\n    vec2 oneTap = 1.0 / mapSize;\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 / 16581375.0)));\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 / 16581375.0)));\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 / 16581375.0)));\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 / 16581375.0)));\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) * mapSize.x;\n    float resultX = mix(block0, block1, coefX);\n    float resultY = mix(block2, block3, coefX);\n    float coefY   = mod(clipPos.y, oneTap.y) * mapSize.y;\n    return mix(resultX, resultY, coefY);\n  }\n  float CCGetShadowFactorSoft2X (vec4 shadowPos) {\n    vec4 clipPosNew = ApplyShadowDepthBias_Orthographic(shadowPos, cc_shadowWHPBInfo.w);\n    vec3 clipPos = clipPosNew.xyz / clipPosNew.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 < 0.0 || 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;\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 / 16581375.0)));\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 / 16581375.0)));\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 / 16581375.0)));\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 / 16581375.0)));\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 / 16581375.0)));\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 / 16581375.0)));\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 / 16581375.0)));\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 / 16581375.0)));\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 / 16581375.0)));\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#endif\n#if CC_USE_IBL\n  uniform samplerCube cc_environment;\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  vec3 unpackRGBE (vec4 rgbe) {\n    return rgbe.rgb * pow(1.1, rgbe.a * 255.0 - 128.0);\n  }\n  #if CC_USE_DIFFUSEMAP\n    uniform samplerCube cc_diffuseMap;\n  #endif\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}\n#if USE_REFLECTION_DENOISE\n  vec3 GetEnvReflectionWithMipFiltering(vec3 R, float roughness, float mipCount, float denoiseIntensity) {\n    #if CC_USE_IBL\n    \tfloat mip = roughness * mipCount;\n    \tfloat delta = (dot(dFdx(R), dFdy(R))) * 1000.0;\n    \tfloat mipBias = mix(0.0, 5.0, clamp(delta, 0.0, 1.0));\n    \tvec4 biased = fragTextureLod(cc_environment, R, mip + mipBias);\n     \tvec4 filtered = texture(cc_environment, R);\n      #if CC_USE_IBL == 2\n      \tbiased.rgb = unpackRGBE(biased);\n      \tfiltered.rgb = unpackRGBE(filtered);\n      #else\n      \tbiased.rgb = SRGBToLinear(biased.rgb);\n      \tfiltered.rgb = SRGBToLinear(filtered.rgb);\n      #endif\n      return mix(biased.rgb, filtered.rgb, denoiseIntensity);\n    #else\n      return vec3(0.0, 0.0, 0.0);\n    #endif\n  }\n#endif\nstruct StandardSurface {\n  vec4 albedo;\n  #if CC_PLATFORM_ANDROID_AND_WEBGL && CC_ENABLE_WEBGL_HIGHP_STRUCT_VALUES\n  vec3 position, position_fract_part;\n  #else\n  vec3 position;\n  #endif\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 position;\n  #if CC_PLATFORM_ANDROID_AND_WEBGL && CC_ENABLE_WEBGL_HIGHP_STRUCT_VALUES\n  position = unpackHighpData(s.position, s.position_fract_part);\n  #else\n  position = s.position;\n  #endif\n  vec3 N = normalize(s.normal);\n  vec3 V = normalize(cc_cameraPos.xyz - 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 && cc_mainLitDir.w > 0.0) {\n      {\n        vec4 pos = ApplyShadowDepthBias_FaceNormal(shadowPos, N);\n        float pcf = cc_shadowWHPBInfo.z;\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);\n  #if CC_USE_IBL\n    #if CC_USE_DIFFUSEMAP\n      vec4 diffuseMap = texture(cc_diffuseMap, N);\n      #if CC_USE_DIFFUSEMAP == 2\n        ambDiff = unpackRGBE(diffuseMap);\n      #else\n        ambDiff = SRGBToLinear(diffuseMap.rgb);\n      #endif\n    #endif\n    vec3 R = normalize(reflect(-V, N));\n    #if USE_REFLECTION_DENOISE\n      vec3 env = GetEnvReflectionWithMipFiltering(R, s.roughness, cc_ambientGround.w, 0.6);\n    #else\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    #endif\n    finalColor += env * cc_ambientSky.w * specular * s.occlusion;\n  #endif\n  finalColor += ambDiff.rgb * cc_ambientSky.w * diffuse * s.occlusion;\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 = ACESToneMap(color.rgb);\n  #endif\n  color.rgb = sqrt(color.rgb);\n  return color;\n}\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#endif\nin vec3 v_position;\nin vec2 v_uv;\nin vec2 v_uv1;\nin vec3 v_normal;\n#if USE_VERTEX_COLOR\n  in vec4 v_color;\n#endif\n#if USE_ALBEDO_MAP\n  uniform sampler2D albedoMap;\n#endif\n#if USE_NORMAL_MAP\n  in vec3 v_tangent;\n  in vec3 v_bitangent;\n  uniform sampler2D normalMap;\n#endif\n#if USE_PBR_MAP\n  uniform sampler2D pbrMap;\n#endif\n#if USE_METALLIC_ROUGHNESS_MAP\n  uniform sampler2D metallicRoughnessMap;\n#endif\n#if USE_OCCLUSION_MAP\n  uniform sampler2D occlusionMap;\n#endif\n#if USE_EMISSIVE_MAP\n  uniform sampler2D emissiveMap;\n#endif\n#if USE_ALPHA_TEST\n#endif\nvoid surf (out StandardSurface s) {\n  vec4 baseColor = albedo;\n  #if USE_VERTEX_COLOR\n    baseColor *= v_color;\n  #endif\n  #if USE_ALBEDO_MAP\n    vec4 texColor = texture(albedoMap, ALBEDO_UV);\n    texColor.rgb = SRGBToLinear(texColor.rgb);\n    baseColor *= texColor;\n  #endif\n  s.albedo = baseColor;\n  s.albedo.rgb *= albedoScaleAndCutoff.xyz;\n  #if USE_ALPHA_TEST\n    if (s.albedo.ALPHA_TEST_CHANNEL < albedoScaleAndCutoff.w) discard;\n  #endif\n  #if USE_LIGHTMAP && !USE_BATCHING && !CC_FORWARD_ADD\n    s.lightmap = texture(cc_lightingMap, v_luv);\n  #endif\n  s.normal = v_normal;\n  #if USE_NORMAL_MAP\n    vec3 nmmp = texture(normalMap, NORMAL_UV).xyz - vec3(0.5);\n    s.normal =\n      (nmmp.x * pbrParams.w) * normalize(v_tangent) +\n      (nmmp.y * pbrParams.w) * normalize(v_bitangent) +\n      nmmp.z * normalize(s.normal);\n  #endif\n  #if CC_PLATFORM_ANDROID_AND_WEBGL && CC_ENABLE_WEBGL_HIGHP_STRUCT_VALUES\n  packHighpData(s.position, s.position_fract_part, v_position);\n  #else\n  s.position = v_position;\n  #endif\n  vec4 pbr = pbrParams;\n  #if USE_PBR_MAP\n    vec4 res = texture(pbrMap, PBR_UV);\n    pbr.x *= res.r;\n    pbr.y *= res.g;\n    pbr.z *= res.b;\n  #endif\n  #if USE_METALLIC_ROUGHNESS_MAP\n    vec4 metallicRoughness = texture(metallicRoughnessMap, PBR_UV);\n    pbr.z *= metallicRoughness.b;\n    pbr.y *= metallicRoughness.g;\n  #endif\n  #if USE_OCCLUSION_MAP\n    pbr.x *= texture(occlusionMap, PBR_UV).r;\n  #endif\n  s.occlusion = pbr.x;\n  s.roughness = pbr.y;\n  s.metallic = pbr.z;\n  s.emissive = emissive.rgb * emissiveScaleParam.xyz;\n  #if USE_EMISSIVE_MAP\n    s.emissive *= SRGBToLinear(texture(emissiveMap, EMISSIVE_UV).rgb);\n  #endif\n}\nuniform sampler2D cc_reflectionTexture;\nlayout(location = 0) out vec4 fragColorX;\nvoid main () {\n  StandardSurface s; surf(s);\n  vec4 color = CCStandardShadingBase(s, v_shadowPos);\n  CC_APPLY_FOG(color, s.position.xyz);\n  vec4 baseColor = CCFragOutput(color);\n  vec2 noise = v_normal.xy * 0.02;\n  #if USE_NORMAL_MAP\n    noise = texture(normalMap, ALBEDO_UV).xy * 0.02;\n  #endif\n  vec2 resolution = cc_screenSize.xy;\n  vec2 uv = (gl_FragCoord.xy / resolution) + noise;\n  vec4 reflectionColor = texture(cc_reflectionTexture, uv);\n  fragColorX = mix(baseColor, reflectionColor, 0.5);\n  fragColorX.w = 1.0;\n}"
      },
      "glsl1": {
        "vert": "\nprecision highp float;\nhighp float decode32 (highp vec4 rgba) {\n  rgba = rgba * 255.0;\n  highp float Sign = 1.0 - (step(128.0, (rgba[3]) + 0.5)) * 2.0;\n  highp float Exponent = 2.0 * (mod(float(int((rgba[3]) + 0.5)), 128.0)) + (step(128.0, (rgba[2]) + 0.5)) - 127.0;\n  highp float Mantissa = (mod(float(int((rgba[2]) + 0.5)), 128.0)) * 65536.0 + rgba[1] * 256.0 + rgba[0] + 8388608.0;\n  return Sign * exp2(Exponent - 23.0) * Mantissa;\n}\nstruct StandardVertInput {\n  highp vec4 position;\n  vec3 normal;\n  vec4 tangent;\n};\nattribute vec3 a_position;\nattribute vec3 a_normal;\nattribute vec2 a_texCoord;\nattribute vec4 a_tangent;\n#if CC_USE_MORPH\n    attribute float a_vertexId;\n    int getVertexId() {\n      return int(a_vertexId);\n    }\n  uniform vec4 cc_displacementWeights[15];\n  uniform vec4 cc_displacementTextureInfo;\n  vec2 getPixelLocation(vec2 textureResolution, int pixelIndex) {\n    float pixelIndexF = float(pixelIndex);\n    float x = mod(pixelIndexF, textureResolution.x);\n    float y = floor(pixelIndexF / textureResolution.x);\n    return vec2(x, y);\n  }\n  vec2 getPixelCoordFromLocation(vec2 location, vec2 textureResolution) {\n    return (vec2(location.x, location.y) + .5) / textureResolution;\n  }\n  #if CC_DEVICE_SUPPORT_FLOAT_TEXTURE\n      vec4 fetchVec3ArrayFromTexture(sampler2D tex, int elementIndex) {\n        int pixelIndex = elementIndex;\n        vec2 location = getPixelLocation(cc_displacementTextureInfo.xy, pixelIndex);\n        vec2 uv = getPixelCoordFromLocation(location, cc_displacementTextureInfo.xy);\n        return texture2D(tex, uv);\n      }\n  #else\n    vec4 fetchVec3ArrayFromTexture(sampler2D tex, int elementIndex) {\n      int pixelIndex = elementIndex * 4;\n      vec2 location = getPixelLocation(cc_displacementTextureInfo.xy, pixelIndex);\n      vec2 x = getPixelCoordFromLocation(location + vec2(0.0, 0.0), cc_displacementTextureInfo.xy);\n      vec2 y = getPixelCoordFromLocation(location + vec2(1.0, 0.0), cc_displacementTextureInfo.xy);\n      vec2 z = getPixelCoordFromLocation(location + vec2(2.0, 0.0), cc_displacementTextureInfo.xy);\n      return vec4(\n        decode32(texture2D(tex, x)),\n        decode32(texture2D(tex, y)),\n        decode32(texture2D(tex, z)),\n        1.0\n      );\n    }\n  #endif\n  float getDisplacementWeight(int index) {\n    int quot = index / 4;\n    int remainder = index - quot * 4;\n    if (remainder == 0) {\n      return cc_displacementWeights[quot].x;\n    } else if (remainder == 1) {\n      return cc_displacementWeights[quot].y;\n    } else if (remainder == 2) {\n      return cc_displacementWeights[quot].z;\n    } else {\n      return cc_displacementWeights[quot].w;\n    }\n  }\n  vec3 getVec3DisplacementFromTexture(sampler2D tex, int vertexIndex) {\n  #if CC_MORPH_PRECOMPUTED\n    return fetchVec3ArrayFromTexture(tex, vertexIndex).rgb;\n  #else\n    vec3 result = vec3(0, 0, 0);\n    int nVertices = int(cc_displacementTextureInfo.z);\n    for (int iTarget = 0; iTarget < CC_MORPH_TARGET_COUNT; ++iTarget) {\n      result += (fetchVec3ArrayFromTexture(tex, nVertices * iTarget + vertexIndex).rgb * getDisplacementWeight(iTarget));\n    }\n    return result;\n  #endif\n  }\n  #if CC_MORPH_TARGET_HAS_POSITION\n    uniform sampler2D cc_PositionDisplacements;\n    vec3 getPositionDisplacement(int vertexId) {\n      return getVec3DisplacementFromTexture(cc_PositionDisplacements, vertexId);\n    }\n  #endif\n  #if CC_MORPH_TARGET_HAS_NORMAL\n    uniform sampler2D cc_NormalDisplacements;\n    vec3 getNormalDisplacement(int vertexId) {\n      return getVec3DisplacementFromTexture(cc_NormalDisplacements, vertexId);\n    }\n  #endif\n  #if CC_MORPH_TARGET_HAS_TANGENT\n    uniform sampler2D cc_TangentDisplacements;\n    vec3 getTangentDisplacement(int vertexId) {\n      return getVec3DisplacementFromTexture(cc_TangentDisplacements, vertexId);\n    }\n  #endif\n  void applyMorph (inout StandardVertInput attr) {\n    int vertexId = getVertexId();\n  #if CC_MORPH_TARGET_HAS_POSITION\n    attr.position.xyz = attr.position.xyz + getPositionDisplacement(vertexId);\n  #endif\n  #if CC_MORPH_TARGET_HAS_NORMAL\n    attr.normal.xyz = attr.normal.xyz + getNormalDisplacement(vertexId);\n  #endif\n  #if CC_MORPH_TARGET_HAS_TANGENT\n    attr.tangent.xyz = attr.tangent.xyz + getTangentDisplacement(vertexId);\n  #endif\n  }\n  void applyMorph (inout vec4 position) {\n  #if CC_MORPH_TARGET_HAS_POSITION\n    position.xyz = position.xyz + getPositionDisplacement(getVertexId());\n  #endif\n  }\n#endif\n#if CC_USE_SKINNING\n    attribute vec4 a_joints;\n  attribute vec4 a_weights;\n  #if CC_USE_BAKED_ANIMATION\n    #if USE_INSTANCING\n      attribute highp vec4 a_jointAnimInfo;\n    #endif\n    uniform highp vec4 cc_jointTextureInfo;\n    uniform highp vec4 cc_jointAnimInfo;\n    uniform highp sampler2D cc_jointTexture;\n      #else\n    uniform highp vec4 cc_joints[90];\n  #endif\n  #if CC_USE_BAKED_ANIMATION\n    #if CC_DEVICE_SUPPORT_FLOAT_TEXTURE\n      mat4 getJointMatrix (float i) {\n              #if USE_INSTANCING\n                highp float j = 3.0 * (a_jointAnimInfo.x * a_jointAnimInfo.y + i) + a_jointAnimInfo.z;\n              #else\n                highp float j = 3.0 * (cc_jointAnimInfo.x * cc_jointTextureInfo.y + i) + cc_jointTextureInfo.z;\n              #endif\n              highp float invSize = cc_jointTextureInfo.w;\n              highp float y = floor(j * invSize);\n              highp float x = floor(j - y * cc_jointTextureInfo.x);\n              y = (y + 0.5) * invSize;\n        vec4 v1 = texture2D(cc_jointTexture, vec2((x + 0.5) * invSize, y));\n        vec4 v2 = texture2D(cc_jointTexture, vec2((x + 1.5) * invSize, y));\n        vec4 v3 = texture2D(cc_jointTexture, vec2((x + 2.5) * invSize, y));\n        return mat4(vec4(v1.xyz, 0.0), vec4(v2.xyz, 0.0), vec4(v3.xyz, 0.0), vec4(v1.w, v2.w, v3.w, 1.0));\n      }\n    #else\n      mat4 getJointMatrix (float i) {\n              #if USE_INSTANCING\n                highp float j = 12.0 * (a_jointAnimInfo.x * a_jointAnimInfo.y + i) + a_jointAnimInfo.z;\n              #else\n                highp float j = 12.0 * (cc_jointAnimInfo.x * cc_jointTextureInfo.y + i) + cc_jointTextureInfo.z;\n              #endif\n              highp float invSize = cc_jointTextureInfo.w;\n              highp float y = floor(j * invSize);\n              highp float x = floor(j - y * cc_jointTextureInfo.x);\n              y = (y + 0.5) * invSize;\n        vec4 v1 = vec4(\n          decode32(texture2D(cc_jointTexture, vec2((x + 0.5) * invSize, y))),\n          decode32(texture2D(cc_jointTexture, vec2((x + 1.5) * invSize, y))),\n          decode32(texture2D(cc_jointTexture, vec2((x + 2.5) * invSize, y))),\n          decode32(texture2D(cc_jointTexture, vec2((x + 3.5) * invSize, y)))\n        );\n        vec4 v2 = vec4(\n          decode32(texture2D(cc_jointTexture, vec2((x + 4.5) * invSize, y))),\n          decode32(texture2D(cc_jointTexture, vec2((x + 5.5) * invSize, y))),\n          decode32(texture2D(cc_jointTexture, vec2((x + 6.5) * invSize, y))),\n          decode32(texture2D(cc_jointTexture, vec2((x + 7.5) * invSize, y)))\n        );\n        vec4 v3 = vec4(\n          decode32(texture2D(cc_jointTexture, vec2((x + 8.5) * invSize, y))),\n          decode32(texture2D(cc_jointTexture, vec2((x + 9.5) * invSize, y))),\n          decode32(texture2D(cc_jointTexture, vec2((x + 10.5) * invSize, y))),\n          decode32(texture2D(cc_jointTexture, vec2((x + 11.5) * invSize, y)))\n        );\n        return mat4(vec4(v1.xyz, 0.0), vec4(v2.xyz, 0.0), vec4(v3.xyz, 0.0), vec4(v1.w, v2.w, v3.w, 1.0));\n      }\n    #endif\n  #else\n    mat4 getJointMatrix (float i) {\n      int idx = int(i);\n      vec4 v1 = cc_joints[idx * 3];\n      vec4 v2 = cc_joints[idx * 3 + 1];\n      vec4 v3 = cc_joints[idx * 3 + 2];\n      return mat4(vec4(v1.xyz, 0.0), vec4(v2.xyz, 0.0), vec4(v3.xyz, 0.0), vec4(v1.w, v2.w, v3.w, 1.0));\n    }\n  #endif\n  mat4 skinMatrix () {\n    vec4 joints = vec4(a_joints);\n    return getJointMatrix(joints.x) * a_weights.x\n         + getJointMatrix(joints.y) * a_weights.y\n         + getJointMatrix(joints.z) * a_weights.z\n         + getJointMatrix(joints.w) * a_weights.w;\n  }\n  void CCSkin (inout vec4 position) {\n    mat4 m = skinMatrix();\n    position = m * position;\n  }\n  void CCSkin (inout StandardVertInput attr) {\n    mat4 m = skinMatrix();\n    attr.position = m * attr.position;\n    attr.normal = (m * vec4(attr.normal, 0.0)).xyz;\n    attr.tangent.xyz = (m * vec4(attr.tangent.xyz, 0.0)).xyz;\n  }\n#endif\nuniform highp mat4 cc_matView;\n  uniform highp mat4 cc_matProj;\n  uniform highp vec4 cc_cameraPos;\n  uniform mediump vec4 cc_fogBase;\n  uniform mediump vec4 cc_fogAdd;\n#if USE_INSTANCING\n  attribute vec4 a_matWorld0;\n  attribute vec4 a_matWorld1;\n  attribute vec4 a_matWorld2;\n  #if USE_LIGHTMAP\n    attribute vec4 a_lightingMapUVParam;\n  #endif\n#elif USE_BATCHING\n  attribute float a_dyn_batch_id;\n  uniform highp mat4 cc_matWorlds[10];\n#else\n  uniform highp mat4 cc_matWorld;\n  uniform highp mat4 cc_matWorldIT;\n  uniform highp vec4 cc_lightingMapUVParam;\n#endif\n      uniform vec4 tilingOffset;\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 fogStart = cc_fogBase.x;\n  float fogDensity = cc_fogBase.z;\n  float cam_dis = max(distance(cc_cameraPos, wPos) - fogStart, 0.0) / 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 fogStart = cc_fogBase.x;\n  float fogDensity = cc_fogBase.z;\n  float cam_dis = max(distance(cc_cameraPos, wPos) - fogStart, 0.0) / 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}\nvoid CC_TRANSFER_FOG_BASE(vec4 pos, out float factor)\n{\n  #if CC_USE_FOG == 0\n\tfactor = LinearFog(pos);\n  #elif CC_USE_FOG == 1\n    factor = ExpFog(pos);\n  #elif CC_USE_FOG == 2\n    factor = ExpSquaredFog(pos);\n  #elif CC_USE_FOG == 3\n    factor = LayeredFog(pos);\n  #else\n    factor = 1.0;\n  #endif\n}\n#if !CC_USE_ACCURATE_FOG\nvarying float v_fog_factor;\n#endif\nvoid CC_TRANSFER_FOG(vec4 pos) {\n#if !CC_USE_ACCURATE_FOG\n    CC_TRANSFER_FOG_BASE(pos, v_fog_factor);\n#endif\n}\nvarying highp vec4 v_shadowPos;\nuniform highp mat4 cc_matLightViewProj;\n#if CC_RECEIVE_SHADOW\n  uniform highp sampler2D cc_shadowMap;\n  uniform highp sampler2D cc_spotLightingMap;\n#endif\n#if USE_VERTEX_COLOR\n  attribute vec4 a_color;\n  varying vec4 v_color;\n#endif\nvarying vec3 v_position;\nvarying vec3 v_normal;\nvarying vec2 v_uv;\nvarying vec2 v_uv1;\n#if USE_NORMAL_MAP\n  varying vec3 v_tangent;\n  varying vec3 v_bitangent;\n#endif\n#if HAS_SECOND_UV || USE_LIGHTMAP\n  attribute vec2 a_texCoord1;\n#endif\n#if USE_LIGHTMAP && !USE_BATCHING && !CC_FORWARD_ADD\n  varying vec3 v_luv;\n  void CCLightingMapCaclUV()\n  {\n  #if !USE_INSTANCING\n    v_luv.xy = cc_lightingMapUVParam.xy + a_texCoord1 * cc_lightingMapUVParam.zw;\n    v_luv.z = cc_lightingMapUVParam.z;\n  #else\n    v_luv.xy = a_lightingMapUVParam.xy + a_texCoord1 * a_lightingMapUVParam.zw;\n    v_luv.z = a_lightingMapUVParam.z;\n  #endif\n  }\n#endif\nvoid main () {\n  StandardVertInput In;\n      In.position = vec4(a_position, 1.0);\n      In.normal = a_normal;\n      In.tangent = a_tangent;\n    #if CC_USE_MORPH\n      applyMorph(In);\n    #endif\n    #if CC_USE_SKINNING\n      CCSkin(In);\n    #endif\n  mat4 matWorld, matWorldIT;\n    #if USE_INSTANCING\n      matWorld = mat4(\n        vec4(a_matWorld0.xyz, 0.0),\n        vec4(a_matWorld1.xyz, 0.0),\n        vec4(a_matWorld2.xyz, 0.0),\n        vec4(a_matWorld0.w, a_matWorld1.w, a_matWorld2.w, 1.0)\n      );\n      matWorldIT = matWorld;\n    #elif USE_BATCHING\n      matWorld = cc_matWorlds[int(a_dyn_batch_id)];\n      matWorldIT = matWorld;\n    #else\n      matWorld = cc_matWorld;\n      matWorldIT = cc_matWorldIT;\n    #endif\n  vec4 pos = matWorld * In.position;\n  v_position = pos.xyz;\n  v_normal = normalize((matWorldIT * vec4(In.normal, 0.0)).xyz);\n  #if USE_NORMAL_MAP\n    v_tangent = normalize((matWorld * vec4(In.tangent.xyz, 0.0)).xyz);\n    v_bitangent = cross(v_normal, v_tangent) * In.tangent.w;\n  #endif\n  v_uv = a_texCoord * tilingOffset.xy + tilingOffset.zw;\n  #if HAS_SECOND_UV\n    v_uv1 = a_texCoord1 * tilingOffset.xy + tilingOffset.zw;\n  #endif\n  #if USE_VERTEX_COLOR\n    v_color = a_color;\n  #endif\n  CC_TRANSFER_FOG(pos);\n  v_shadowPos = cc_matLightViewProj * pos;\n  #if USE_LIGHTMAP && !USE_BATCHING && !CC_FORWARD_ADD\n    CCLightingMapCaclUV();\n  #endif\n  gl_Position = cc_matProj * (cc_matView * matWorld) * In.position;\n}",
        "frag": "\n#ifdef GL_OES_standard_derivatives\n#extension GL_OES_standard_derivatives: enable\n#endif\n#ifdef GL_EXT_shader_texture_lod\n#extension GL_EXT_shader_texture_lod: enable\n#endif\nprecision highp float;\nuniform mediump vec4 cc_screenSize;\nuniform highp vec4 cc_cameraPos;\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;\n  uniform mediump vec4 cc_fogBase;\n  uniform mediump vec4 cc_fogAdd;\n     uniform vec4 albedo;\n     uniform vec4 albedoScaleAndCutoff;\n     uniform vec4 pbrParams;\n     uniform vec4 emissive;\n     uniform vec4 emissiveScaleParam;\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 fogStart = cc_fogBase.x;\n  float fogDensity = cc_fogBase.z;\n  float cam_dis = max(distance(cc_cameraPos, wPos) - fogStart, 0.0) / 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 fogStart = cc_fogBase.x;\n  float fogDensity = cc_fogBase.z;\n  float cam_dis = max(distance(cc_cameraPos, wPos) - fogStart, 0.0) / 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}\nvoid CC_TRANSFER_FOG_BASE(vec4 pos, out float factor)\n{\n  #if CC_USE_FOG == 0\n\tfactor = LinearFog(pos);\n  #elif CC_USE_FOG == 1\n    factor = ExpFog(pos);\n  #elif CC_USE_FOG == 2\n    factor = ExpSquaredFog(pos);\n  #elif CC_USE_FOG == 3\n    factor = LayeredFog(pos);\n  #else\n    factor = 1.0;\n  #endif\n}\nvoid CC_APPLY_FOG_BASE(inout vec4 color, float factor) {\n  color = vec4(mix(cc_fogColor.rgb, color.rgb, factor), color.a);\n}\n#if !CC_USE_ACCURATE_FOG\nvarying float v_fog_factor;\n#endif\nvoid CC_APPLY_FOG(inout vec4 color) {\n#if !CC_USE_ACCURATE_FOG\n    CC_APPLY_FOG_BASE(color, v_fog_factor);\n#endif\n}\nvoid CC_APPLY_FOG(inout vec4 color, vec3 worldPos) {\n#if CC_USE_ACCURATE_FOG\n    float factor;\n    CC_TRANSFER_FOG_BASE(vec4(worldPos, 1.0), factor);\n#else\n    float factor = v_fog_factor;\n#endif\n    CC_APPLY_FOG_BASE(color, factor);\n}\nvec3 SRGBToLinear (vec3 gamma) {\n  return gamma * gamma;\n}\nuniform highp mat4 cc_matLightView;\n  uniform highp vec4 cc_shadowProjDepthInfo;\n  uniform highp vec4 cc_shadowProjInfo;\n  uniform mediump vec4 cc_shadowNFLSInfo;\n  uniform mediump vec4 cc_shadowWHPBInfo;\n  uniform mediump vec4 cc_shadowLPNNInfo;\nhighp float unpackHighpData (float mainPart, float modPart) {\n  highp float data = mainPart;\n  return data + modPart;\n}\nvoid packHighpData (out float mainPart, out float modPart, highp float data) {\n  mainPart = fract(data);\n  modPart = data - mainPart;\n}\nhighp float unpackHighpData (float mainPart, float modPart, const float modValue) {\n  highp float data = mainPart * modValue;\n  return data + modPart * modValue;\n}\nvoid packHighpData (out float mainPart, out float modPart, highp float data, const float modValue) {\n  highp float divide = data / modValue;\n  mainPart = floor(divide);\n  modPart = (data - mainPart * modValue) / modValue;\n}\nhighp vec2 unpackHighpData (vec2 mainPart, vec2 modPart) {\n  highp vec2 data = mainPart;\n  return data + modPart;\n}\nvoid packHighpData (out vec2 mainPart, out vec2 modPart, highp vec2 data) {\n  mainPart = fract(data);\n  modPart = data - mainPart;\n}\nhighp vec2 unpackHighpData (vec2 mainPart, vec2 modPart, const float modValue) {\n  highp vec2 data = mainPart * modValue;\n  return data + modPart * modValue;\n}\nvoid packHighpData (out vec2 mainPart, out vec2 modPart, highp vec2 data, const float modValue) {\n  highp vec2 divide = data / modValue;\n  mainPart = floor(divide);\n  modPart = (data - mainPart * modValue) / modValue;\n}\nhighp vec3 unpackHighpData (vec3 mainPart, vec3 modPart) {\n  highp vec3 data = mainPart;\n  return data + modPart;\n}\nvoid packHighpData (out vec3 mainPart, out vec3 modPart, highp vec3 data) {\n  mainPart = fract(data);\n  modPart = data - mainPart;\n}\nhighp vec3 unpackHighpData (vec3 mainPart, vec3 modPart, const float modValue) {\n  highp vec3 data = mainPart * modValue;\n  return data + modPart * modValue;\n}\nvoid packHighpData (out vec3 mainPart, out vec3 modPart, highp vec3 data, const float modValue) {\n  highp vec3 divide = data / modValue;\n  mainPart = floor(divide);\n  modPart = (data - mainPart * modValue) / modValue;\n}\nhighp vec4 unpackHighpData (vec4 mainPart, vec4 modPart) {\n  highp vec4 data = mainPart;\n  return data + modPart;\n}\nvoid packHighpData (out vec4 mainPart, out vec4 modPart, highp vec4 data) {\n  mainPart = fract(data);\n  modPart = data - mainPart;\n}\nhighp vec4 unpackHighpData (vec4 mainPart, vec4 modPart, const float modValue) {\n  highp vec4 data = mainPart * modValue;\n  return data + modPart * modValue;\n}\nvoid packHighpData (out vec4 mainPart, out vec4 modPart, highp vec4 data, const float modValue) {\n  highp vec4 divide = data / modValue;\n  mainPart = floor(divide);\n  modPart = (data - mainPart * modValue) / modValue;\n}\n#if CC_RECEIVE_SHADOW\n  uniform highp sampler2D cc_shadowMap;\n  uniform highp sampler2D cc_spotLightingMap;\n  vec4 ApplyShadowDepthBias_FaceNormal(vec4 shadowPos, vec3 worldNormal)\n  {\n    vec4 newShadowPos = shadowPos;\n    if(cc_shadowLPNNInfo.z > 0.0001)\n    {\n      vec4 viewNormal = cc_matLightView * vec4(worldNormal, 0.0);\n      if(viewNormal.z < 0.1)\n        newShadowPos.xy += viewNormal.xy * cc_shadowProjInfo.xy * cc_shadowLPNNInfo.z * clamp(viewNormal.z, 0.001, 0.1);\n    }\n    return newShadowPos;\n  }\n  vec4 ApplyShadowDepthBias_Orthographic(vec4 shadowPos, float viewspaceDepthBias)\n  {\n    float coeffA = cc_shadowProjDepthInfo.x;\n    float coeffB = cc_shadowProjDepthInfo.y;\n    float viewSpacePos_z = (shadowPos.z - coeffB) / coeffA;\n    viewSpacePos_z += viewspaceDepthBias;\n    vec4 result = shadowPos;\n    result.z = viewSpacePos_z * coeffA + coeffB;\n    return result;\n  }\n  float CCGetShadowFactorHard (vec4 shadowPos) {\n    vec4 clipPosNew = ApplyShadowDepthBias_Orthographic(shadowPos, cc_shadowWHPBInfo.w);\n    vec3 clipPos = clipPosNew.xyz / clipPosNew.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 < 0.0 || 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 / 16581375.0));\n    } else {\n      closestDepth = texture2D(cc_shadowMap, clipPos.xy).x;\n    }\n    shadow = step(clipPos.z, closestDepth);\n    return shadow;\n  }\n  float CCGetShadowFactorSoft (vec4 shadowPos) {\n    vec4 clipPosNew = ApplyShadowDepthBias_Orthographic(shadowPos, cc_shadowWHPBInfo.w);\n    vec3 clipPos = clipPosNew.xyz / clipPosNew.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 < 0.0 || 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;\n    vec2 mapSize = cc_shadowWHPBInfo.xy;\n    vec2 oneTap = 1.0 / mapSize;\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 / 16581375.0)));\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 / 16581375.0)));\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 / 16581375.0)));\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 / 16581375.0)));\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) * mapSize.x;\n    float resultX = mix(block0, block1, coefX);\n    float resultY = mix(block2, block3, coefX);\n    float coefY   = mod(clipPos.y, oneTap.y) * mapSize.y;\n    return mix(resultX, resultY, coefY);\n  }\n  float CCGetShadowFactorSoft2X (vec4 shadowPos) {\n    vec4 clipPosNew = ApplyShadowDepthBias_Orthographic(shadowPos, cc_shadowWHPBInfo.w);\n    vec3 clipPos = clipPosNew.xyz / clipPosNew.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 < 0.0 || 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;\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 / 16581375.0)));\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 / 16581375.0)));\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 / 16581375.0)));\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 / 16581375.0)));\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 / 16581375.0)));\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 / 16581375.0)));\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 / 16581375.0)));\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 / 16581375.0)));\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 / 16581375.0)));\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#endif\n#if CC_USE_IBL\n  uniform samplerCube cc_environment;\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  vec3 unpackRGBE (vec4 rgbe) {\n    return rgbe.rgb * pow(1.1, rgbe.a * 255.0 - 128.0);\n  }\n  #if CC_USE_DIFFUSEMAP\n    uniform samplerCube cc_diffuseMap;\n  #endif\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}\n#if USE_REFLECTION_DENOISE\n  vec3 GetEnvReflectionWithMipFiltering(vec3 R, float roughness, float mipCount, float denoiseIntensity) {\n    #if CC_USE_IBL\n    \tfloat mip = roughness * mipCount;\n    \tfloat delta = (dot(dFdx(R), dFdy(R))) * 1000.0;\n    \tfloat mipBias = mix(0.0, 5.0, clamp(delta, 0.0, 1.0));\n    \tvec4 biased = fragTextureLod(cc_environment, R, mip + mipBias);\n     \tvec4 filtered = textureCube(cc_environment, R);\n      #if CC_USE_IBL == 2\n      \tbiased.rgb = unpackRGBE(biased);\n      \tfiltered.rgb = unpackRGBE(filtered);\n      #else\n      \tbiased.rgb = SRGBToLinear(biased.rgb);\n      \tfiltered.rgb = SRGBToLinear(filtered.rgb);\n      #endif\n      return mix(biased.rgb, filtered.rgb, denoiseIntensity);\n    #else\n      return vec3(0.0, 0.0, 0.0);\n    #endif\n  }\n#endif\nstruct StandardSurface {\n  vec4 albedo;\n  #if CC_PLATFORM_ANDROID_AND_WEBGL && CC_ENABLE_WEBGL_HIGHP_STRUCT_VALUES\n  vec3 position, position_fract_part;\n  #else\n  vec3 position;\n  #endif\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 position;\n  #if CC_PLATFORM_ANDROID_AND_WEBGL && CC_ENABLE_WEBGL_HIGHP_STRUCT_VALUES\n  position = unpackHighpData(s.position, s.position_fract_part);\n  #else\n  position = s.position;\n  #endif\n  vec3 N = normalize(s.normal);\n  vec3 V = normalize(cc_cameraPos.xyz - 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 && cc_mainLitDir.w > 0.0) {\n      {\n        vec4 pos = ApplyShadowDepthBias_FaceNormal(shadowPos, N);\n        float pcf = cc_shadowWHPBInfo.z;\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);\n  #if CC_USE_IBL\n    #if CC_USE_DIFFUSEMAP\n      vec4 diffuseMap = textureCube(cc_diffuseMap, N);\n      #if CC_USE_DIFFUSEMAP == 2\n        ambDiff = unpackRGBE(diffuseMap);\n      #else\n        ambDiff = SRGBToLinear(diffuseMap.rgb);\n      #endif\n    #endif\n    vec3 R = normalize(reflect(-V, N));\n    #if USE_REFLECTION_DENOISE\n      vec3 env = GetEnvReflectionWithMipFiltering(R, s.roughness, cc_ambientGround.w, 0.6);\n    #else\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    #endif\n    finalColor += env * cc_ambientSky.w * specular * s.occlusion;\n  #endif\n  finalColor += ambDiff.rgb * cc_ambientSky.w * diffuse * s.occlusion;\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 = ACESToneMap(color.rgb);\n  #endif\n  color.rgb = sqrt(color.rgb);\n  return color;\n}\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#endif\nvarying vec3 v_position;\nvarying vec2 v_uv;\nvarying vec2 v_uv1;\nvarying vec3 v_normal;\n#if USE_VERTEX_COLOR\n  varying vec4 v_color;\n#endif\n#if USE_ALBEDO_MAP\n  uniform sampler2D albedoMap;\n#endif\n#if USE_NORMAL_MAP\n  varying vec3 v_tangent;\n  varying vec3 v_bitangent;\n  uniform sampler2D normalMap;\n#endif\n#if USE_PBR_MAP\n  uniform sampler2D pbrMap;\n#endif\n#if USE_METALLIC_ROUGHNESS_MAP\n  uniform sampler2D metallicRoughnessMap;\n#endif\n#if USE_OCCLUSION_MAP\n  uniform sampler2D occlusionMap;\n#endif\n#if USE_EMISSIVE_MAP\n  uniform sampler2D emissiveMap;\n#endif\n#if USE_ALPHA_TEST\n#endif\nvoid surf (out StandardSurface s) {\n  vec4 baseColor = albedo;\n  #if USE_VERTEX_COLOR\n    baseColor *= v_color;\n  #endif\n  #if USE_ALBEDO_MAP\n    vec4 texColor = texture2D(albedoMap, ALBEDO_UV);\n    texColor.rgb = SRGBToLinear(texColor.rgb);\n    baseColor *= texColor;\n  #endif\n  s.albedo = baseColor;\n  s.albedo.rgb *= albedoScaleAndCutoff.xyz;\n  #if USE_ALPHA_TEST\n    if (s.albedo.ALPHA_TEST_CHANNEL < albedoScaleAndCutoff.w) discard;\n  #endif\n  #if USE_LIGHTMAP && !USE_BATCHING && !CC_FORWARD_ADD\n    s.lightmap = texture2D(cc_lightingMap, v_luv);\n  #endif\n  s.normal = v_normal;\n  #if USE_NORMAL_MAP\n    vec3 nmmp = texture2D(normalMap, NORMAL_UV).xyz - vec3(0.5);\n    s.normal =\n      (nmmp.x * pbrParams.w) * normalize(v_tangent) +\n      (nmmp.y * pbrParams.w) * normalize(v_bitangent) +\n      nmmp.z * normalize(s.normal);\n  #endif\n  #if CC_PLATFORM_ANDROID_AND_WEBGL && CC_ENABLE_WEBGL_HIGHP_STRUCT_VALUES\n  packHighpData(s.position, s.position_fract_part, v_position);\n  #else\n  s.position = v_position;\n  #endif\n  vec4 pbr = pbrParams;\n  #if USE_PBR_MAP\n    vec4 res = texture2D(pbrMap, PBR_UV);\n    pbr.x *= res.r;\n    pbr.y *= res.g;\n    pbr.z *= res.b;\n  #endif\n  #if USE_METALLIC_ROUGHNESS_MAP\n    vec4 metallicRoughness = texture2D(metallicRoughnessMap, PBR_UV);\n    pbr.z *= metallicRoughness.b;\n    pbr.y *= metallicRoughness.g;\n  #endif\n  #if USE_OCCLUSION_MAP\n    pbr.x *= texture2D(occlusionMap, PBR_UV).r;\n  #endif\n  s.occlusion = pbr.x;\n  s.roughness = pbr.y;\n  s.metallic = pbr.z;\n  s.emissive = emissive.rgb * emissiveScaleParam.xyz;\n  #if USE_EMISSIVE_MAP\n    s.emissive *= SRGBToLinear(texture2D(emissiveMap, EMISSIVE_UV).rgb);\n  #endif\n}\nuniform sampler2D cc_reflectionTexture;\nvoid main () {\n  StandardSurface s; surf(s);\n  vec4 color = CCStandardShadingBase(s, v_shadowPos);\n  CC_APPLY_FOG(color, s.position.xyz);\n  vec4 baseColor = CCFragOutput(color);\n  vec2 noise = v_normal.xy * 0.02;\n  #if USE_NORMAL_MAP\n    noise = texture2D(normalMap, ALBEDO_UV).xy * 0.02;\n  #endif\n  vec2 resolution = cc_screenSize.xy;\n  vec2 uv = (gl_FragCoord.xy / resolution) + noise;\n  vec4 reflectionColor = texture2D(cc_reflectionTexture, uv);\n  gl_FragColor = mix(baseColor, reflectionColor, 0.5);\n  gl_FragColor.w = 1.0;\n}"
      },
      "builtins": {
        "globals": {
          "blocks": [
            {
              "name": "CCGlobal",
              "defines": []
            },
            {
              "name": "CCCamera",
              "defines": []
            },
            {
              "name": "CCShadow",
              "defines": []
            }
          ],
          "samplerTextures": [
            {
              "name": "cc_shadowMap",
              "defines": [
                "CC_RECEIVE_SHADOW"
              ]
            },
            {
              "name": "cc_spotLightingMap",
              "defines": [
                "CC_RECEIVE_SHADOW"
              ]
            },
            {
              "name": "cc_environment",
              "defines": [
                "CC_USE_IBL"
              ]
            },
            {
              "name": "cc_diffuseMap",
              "defines": [
                "CC_USE_IBL",
                "CC_USE_DIFFUSEMAP"
              ]
            }
          ],
          "buffers": [],
          "images": []
        },
        "locals": {
          "blocks": [
            {
              "name": "CCMorph",
              "defines": [
                "CC_USE_MORPH"
              ]
            },
            {
              "name": "CCSkinningTexture",
              "defines": [
                "CC_USE_SKINNING",
                "CC_USE_BAKED_ANIMATION"
              ]
            },
            {
              "name": "CCSkinningAnimation",
              "defines": [
                "CC_USE_SKINNING",
                "CC_USE_BAKED_ANIMATION"
              ]
            },
            {
              "name": "CCSkinning",
              "defines": [
                "CC_USE_SKINNING",
                "!CC_USE_BAKED_ANIMATION"
              ]
            },
            {
              "name": "CCLocalBatched",
              "defines": [
                "!USE_INSTANCING",
                "USE_BATCHING"
              ]
            },
            {
              "name": "CCLocal",
              "defines": [
                "!USE_INSTANCING",
                "!USE_BATCHING"
              ]
            }
          ],
          "samplerTextures": [
            {
              "name": "cc_PositionDisplacements",
              "defines": [
                "CC_USE_MORPH",
                "CC_MORPH_TARGET_HAS_POSITION"
              ]
            },
            {
              "name": "cc_NormalDisplacements",
              "defines": [
                "CC_USE_MORPH",
                "CC_MORPH_TARGET_HAS_NORMAL"
              ]
            },
            {
              "name": "cc_TangentDisplacements",
              "defines": [
                "CC_USE_MORPH",
                "CC_MORPH_TARGET_HAS_TANGENT"
              ]
            },
            {
              "name": "cc_jointTexture",
              "defines": [
                "CC_USE_SKINNING",
                "CC_USE_BAKED_ANIMATION"
              ]
            },
            {
              "name": "cc_lightingMap",
              "defines": [
                "USE_LIGHTMAP",
                "!USE_BATCHING",
                "!CC_FORWARD_ADD"
              ]
            },
            {
              "name": "cc_reflectionTexture",
              "defines": []
            }
          ],
          "buffers": [],
          "images": []
        },
        "statistics": {
          "CC_EFFECT_USED_VERTEX_UNIFORM_VECTORS": 222,
          "CC_EFFECT_USED_FRAGMENT_UNIFORM_VECTORS": 65
        }
      },
      "defines": [
        {
          "name": "CC_USE_MORPH",
          "type": "boolean",
          "defines": []
        },
        {
          "name": "CC_MORPH_TARGET_COUNT",
          "type": "number",
          "defines": [
            "CC_USE_MORPH"
          ],
          "range": [
            2,
            8
          ]
        },
        {
          "name": "CC_MORPH_PRECOMPUTED",
          "type": "boolean",
          "defines": [
            "CC_USE_MORPH"
          ]
        },
        {
          "name": "CC_MORPH_TARGET_HAS_POSITION",
          "type": "boolean",
          "defines": [
            "CC_USE_MORPH"
          ]
        },
        {
          "name": "CC_MORPH_TARGET_HAS_NORMAL",
          "type": "boolean",
          "defines": [
            "CC_USE_MORPH"
          ]
        },
        {
          "name": "CC_MORPH_TARGET_HAS_TANGENT",
          "type": "boolean",
          "defines": [
            "CC_USE_MORPH"
          ]
        },
        {
          "name": "CC_USE_SKINNING",
          "type": "boolean",
          "defines": []
        },
        {
          "name": "CC_USE_BAKED_ANIMATION",
          "type": "boolean",
          "defines": [
            "CC_USE_SKINNING"
          ]
        },
        {
          "name": "USE_INSTANCING",
          "type": "boolean",
          "defines": [],
          "editor": {
            "elevated": true
          }
        },
        {
          "name": "USE_BATCHING",
          "type": "boolean",
          "defines": [
            "!USE_INSTANCING"
          ],
          "editor": {
            "elevated": true
          }
        },
        {
          "name": "USE_LIGHTMAP",
          "type": "boolean",
          "defines": []
        },
        {
          "name": "CC_USE_FOG",
          "type": "number",
          "defines": [],
          "range": [
            0,
            4
          ]
        },
        {
          "name": "CC_USE_ACCURATE_FOG",
          "type": "boolean",
          "defines": []
        },
        {
          "name": "CC_RECEIVE_SHADOW",
          "type": "boolean",
          "defines": []
        },
        {
          "name": "USE_VERTEX_COLOR",
          "type": "boolean",
          "defines": []
        },
        {
          "name": "USE_NORMAL_MAP",
          "type": "boolean",
          "defines": []
        },
        {
          "name": "HAS_SECOND_UV",
          "type": "boolean",
          "defines": []
        },
        {
          "name": "CC_FORWARD_ADD",
          "type": "boolean",
          "defines": [
            "USE_LIGHTMAP",
            "!USE_BATCHING"
          ]
        },
        {
          "name": "CC_USE_IBL",
          "type": "number",
          "defines": [],
          "range": [
            0,
            2
          ]
        },
        {
          "name": "CC_USE_DIFFUSEMAP",
          "type": "number",
          "defines": [
            "CC_USE_IBL"
          ],
          "range": [
            0,
            2
          ]
        },
        {
          "name": "USE_REFLECTION_DENOISE",
          "type": "boolean",
          "defines": []
        },
        {
          "name": "CC_USE_HDR",
          "type": "boolean",
          "defines": []
        },
        {
          "name": "USE_ALBEDO_MAP",
          "type": "boolean",
          "defines": []
        },
        {
          "name": "ALBEDO_UV",
          "type": "string",
          "defines": [
            "USE_ALBEDO_MAP"
          ],
          "options": [
            "v_uv",
            "v_uv1"
          ]
        },
        {
          "name": "NORMAL_UV",
          "type": "string",
          "defines": [
            "USE_NORMAL_MAP"
          ],
          "options": [
            "v_uv",
            "v_uv1"
          ]
        },
        {
          "name": "PBR_UV",
          "type": "string",
          "defines": [],
          "options": [
            "v_uv",
            "v_uv1"
          ]
        },
        {
          "name": "USE_PBR_MAP",
          "type": "boolean",
          "defines": []
        },
        {
          "name": "USE_METALLIC_ROUGHNESS_MAP",
          "type": "boolean",
          "defines": []
        },
        {
          "name": "USE_OCCLUSION_MAP",
          "type": "boolean",
          "defines": []
        },
        {
          "name": "USE_EMISSIVE_MAP",
          "type": "boolean",
          "defines": []
        },
        {
          "name": "EMISSIVE_UV",
          "type": "string",
          "defines": [
            "USE_EMISSIVE_MAP"
          ],
          "options": [
            "v_uv",
            "v_uv1"
          ]
        },
        {
          "name": "USE_ALPHA_TEST",
          "type": "boolean",
          "defines": []
        },
        {
          "name": "ALPHA_TEST_CHANNEL",
          "type": "string",
          "defines": [
            "USE_ALPHA_TEST"
          ],
          "options": [
            "a",
            "r"
          ]
        }
      ],
      "name": "builtin-reflection-deferred|standard-vs|standard-fs"
    }
  ],
  "combinations": [],
  "hideInEditor": false
}