{
  "__type__": "cc.EffectAsset",
  "_name": "util/profiler",
  "_objFlags": 0,
  "_native": "",
  "techniques": [
    {
      "passes": [
        {
          "blendState": {
            "targets": [
              {
                "blend": true,
                "blendSrc": 2,
                "blendDst": 4,
                "blendDstAlpha": 4
              }
            ]
          },
          "rasterizerState": {
            "cullMode": 0
          },
          "program": "util/profiler|profiler-vs:vert|profiler-fs:frag",
          "priority": 255,
          "depthStencilState": {
            "depthTest": false,
            "depthWrite": false
          }
        }
      ]
    }
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  "shaders": [
    {
      "blocks": [
        {
          "name": "Constants",
          "members": [
            {
              "name": "offset",
              "type": 16,
              "count": 1
            }
          ],
          "defines": [],
          "stageFlags": 1,
          "binding": 0
        },
        {
          "name": "PerFrameInfo",
          "members": [
            {
              "name": "digits",
              "type": 16,
              "count": 20
            }
          ],
          "defines": [],
          "stageFlags": 1,
          "binding": 1
        }
      ],
      "samplerTextures": [
        {
          "name": "mainTexture",
          "type": 28,
          "count": 1,
          "defines": [],
          "stageFlags": 16,
          "binding": 2
        }
      ],
      "samplers": [],
      "textures": [],
      "buffers": [],
      "images": [],
      "subpassInputs": [],
      "attributes": [
        {
          "name": "a_position",
          "defines": [],
          "format": 32,
          "location": 0
        },
        {
          "name": "a_color",
          "defines": [],
          "format": 44,
          "location": 1
        }
      ],
      "varyings": [
        {
          "name": "v_uv",
          "type": 14,
          "count": 1,
          "defines": [],
          "stageFlags": 17,
          "location": 0
        }
      ],
      "fragColors": [
        {
          "name": "cc_FragColor",
          "typename": "vec4",
          "type": 16,
          "count": 1,
          "defines": [],
          "stageFlags": 16,
          "location": 0
        }
      ],
      "hash": 179162168,
      "glsl4": {
        "vert": "\nprecision mediump float;\nlayout(set = 0, binding = 0) uniform CCGlobal {\n  highp   vec4 cc_time;\n  mediump vec4 cc_screenSize;\n  mediump vec4 cc_nativeSize;\n};\nlayout(set = 0, binding = 1) uniform CCCamera {\n  highp   mat4 cc_matView;\n  highp   mat4 cc_matViewInv;\n  highp   mat4 cc_matProj;\n  highp   mat4 cc_matProjInv;\n  highp   mat4 cc_matViewProj;\n  highp   mat4 cc_matViewProjInv;\n  highp   vec4 cc_cameraPos;\n  mediump vec4 cc_screenScale;\n  mediump vec4 cc_exposure;\n  mediump vec4 cc_mainLitDir;\n  mediump vec4 cc_mainLitColor;\n  mediump vec4 cc_ambientSky;\n  mediump vec4 cc_ambientGround;\n  mediump vec4 cc_fogColor;\n  mediump vec4 cc_fogBase;\n  mediump vec4 cc_fogAdd;\n  mediump vec4 cc_nearFar;\n  mediump vec4 cc_viewPort;\n};\nlayout(location = 0) in vec3 a_position;\nlayout(location = 1) in vec4 a_color;\nlayout(location = 0) out vec2 v_uv;\nlayout(set = 1, binding = 0) uniform Constants {\n  vec4 offset;\n};\nlayout(set = 1, binding = 1) uniform PerFrameInfo {\n  vec4 digits[8 * 10 / 4];\n};\nfloat getComponent(vec4 v, float i) {\n  if (i < 1.0) { return v.x; }\n  else if (i < 2.0) { return v.y; }\n  else if (i < 3.0) { return v.z; }\n  else { return v.w; }\n}\nvec4 vert () {\n  mat2 proj = mat2(cc_matProj[0].xy, cc_matProj[1].xy);\n  proj /= abs(proj[1].x + proj[1].y);\n  vec2 position = proj * a_position.xy + offset.xy;\n  v_uv = a_color.xy;\n  if (a_color.z >= 0.0) {\n    float n = getComponent(digits[int(a_color.z)], a_color.w);\n    v_uv += vec2(offset.z * n, 0.0);\n  }\n  return vec4(position, 0.0, 1.0);\n}\nvoid main() { gl_Position = vert(); }",
        "frag": "\nprecision mediump float;\nlayout(set = 0, binding = 0) uniform CCGlobal {\n  highp   vec4 cc_time;\n  mediump vec4 cc_screenSize;\n  mediump vec4 cc_nativeSize;\n};\nlayout(set = 0, binding = 1) uniform CCCamera {\n  highp   mat4 cc_matView;\n  highp   mat4 cc_matViewInv;\n  highp   mat4 cc_matProj;\n  highp   mat4 cc_matProjInv;\n  highp   mat4 cc_matViewProj;\n  highp   mat4 cc_matViewProjInv;\n  highp   vec4 cc_cameraPos;\n  mediump vec4 cc_screenScale;\n  mediump vec4 cc_exposure;\n  mediump vec4 cc_mainLitDir;\n  mediump vec4 cc_mainLitColor;\n  mediump vec4 cc_ambientSky;\n  mediump vec4 cc_ambientGround;\n  mediump vec4 cc_fogColor;\n  mediump vec4 cc_fogBase;\n  mediump vec4 cc_fogAdd;\n  mediump vec4 cc_nearFar;\n  mediump vec4 cc_viewPort;\n};\nvec4 CCFragOutput (vec4 color) {\n  return color;\n}\nlayout(location = 0) in vec2 v_uv;\nlayout(set = 1, binding = 2) uniform sampler2D mainTexture;\nvec4 frag () {\n  return CCFragOutput(texture(mainTexture, v_uv));\n}\nlayout(location = 0) out vec4 cc_FragColor;\nvoid main() { cc_FragColor = frag(); }"
      },
      "glsl3": {
        "vert": "\nprecision mediump float;\nlayout(std140) uniform CCGlobal {\n  highp   vec4 cc_time;\n  mediump vec4 cc_screenSize;\n  mediump vec4 cc_nativeSize;\n};\nlayout(std140) uniform CCCamera {\n  highp   mat4 cc_matView;\n  highp   mat4 cc_matViewInv;\n  highp   mat4 cc_matProj;\n  highp   mat4 cc_matProjInv;\n  highp   mat4 cc_matViewProj;\n  highp   mat4 cc_matViewProjInv;\n  highp   vec4 cc_cameraPos;\n  mediump vec4 cc_screenScale;\n  mediump vec4 cc_exposure;\n  mediump vec4 cc_mainLitDir;\n  mediump vec4 cc_mainLitColor;\n  mediump vec4 cc_ambientSky;\n  mediump vec4 cc_ambientGround;\n  mediump vec4 cc_fogColor;\n  mediump vec4 cc_fogBase;\n  mediump vec4 cc_fogAdd;\n  mediump vec4 cc_nearFar;\n  mediump vec4 cc_viewPort;\n};\nin vec3 a_position;\nin vec4 a_color;\nout vec2 v_uv;\nlayout(std140) uniform Constants {\n  vec4 offset;\n};\nlayout(std140) uniform PerFrameInfo {\n  vec4 digits[8 * 10 / 4];\n};\nfloat getComponent(vec4 v, float i) {\n  if (i < 1.0) { return v.x; }\n  else if (i < 2.0) { return v.y; }\n  else if (i < 3.0) { return v.z; }\n  else { return v.w; }\n}\nvec4 vert () {\n  mat2 proj = mat2(cc_matProj[0].xy, cc_matProj[1].xy);\n  proj /= abs(proj[1].x + proj[1].y);\n  vec2 position = proj * a_position.xy + offset.xy;\n  v_uv = a_color.xy;\n  if (a_color.z >= 0.0) {\n    float n = getComponent(digits[int(a_color.z)], a_color.w);\n    v_uv += vec2(offset.z * n, 0.0);\n  }\n  return vec4(position, 0.0, 1.0);\n}\nvoid main() { gl_Position = vert(); }",
        "frag": "\nprecision mediump float;\nlayout(std140) uniform CCGlobal {\n  highp   vec4 cc_time;\n  mediump vec4 cc_screenSize;\n  mediump vec4 cc_nativeSize;\n};\nlayout(std140) uniform CCCamera {\n  highp   mat4 cc_matView;\n  highp   mat4 cc_matViewInv;\n  highp   mat4 cc_matProj;\n  highp   mat4 cc_matProjInv;\n  highp   mat4 cc_matViewProj;\n  highp   mat4 cc_matViewProjInv;\n  highp   vec4 cc_cameraPos;\n  mediump vec4 cc_screenScale;\n  mediump vec4 cc_exposure;\n  mediump vec4 cc_mainLitDir;\n  mediump vec4 cc_mainLitColor;\n  mediump vec4 cc_ambientSky;\n  mediump vec4 cc_ambientGround;\n  mediump vec4 cc_fogColor;\n  mediump vec4 cc_fogBase;\n  mediump vec4 cc_fogAdd;\n  mediump vec4 cc_nearFar;\n  mediump vec4 cc_viewPort;\n};\nvec4 CCFragOutput (vec4 color) {\n  return color;\n}\nin vec2 v_uv;\nuniform sampler2D mainTexture;\nvec4 frag () {\n  return CCFragOutput(texture(mainTexture, v_uv));\n}\nlayout(location = 0) out vec4 cc_FragColor;\nvoid main() { cc_FragColor = frag(); }"
      },
      "glsl1": {
        "vert": "\nprecision mediump float;\nuniform highp mat4 cc_matProj;\nattribute vec3 a_position;\nattribute vec4 a_color;\nvarying vec2 v_uv;\n   uniform vec4 offset;\n    uniform vec4 digits[20];\nfloat getComponent(vec4 v, float i) {\n  if (i < 1.0) { return v.x; }\n  else if (i < 2.0) { return v.y; }\n  else if (i < 3.0) { return v.z; }\n  else { return v.w; }\n}\nvec4 vert () {\n  mat2 proj = mat2(cc_matProj[0].xy, cc_matProj[1].xy);\n  proj /= abs(proj[1].x + proj[1].y);\n  vec2 position = proj * a_position.xy + offset.xy;\n  v_uv = a_color.xy;\n  if (a_color.z >= 0.0) {\n    float n = getComponent(digits[int(a_color.z)], a_color.w);\n    v_uv += vec2(offset.z * n, 0.0);\n  }\n  return vec4(position, 0.0, 1.0);\n}\nvoid main() { gl_Position = vert(); }",
        "frag": "\nprecision mediump float;\nvec4 CCFragOutput (vec4 color) {\n  return color;\n}\nvarying vec2 v_uv;\nuniform sampler2D mainTexture;\nvec4 frag () {\n  return CCFragOutput(texture2D(mainTexture, v_uv));\n}\nvoid main() { gl_FragColor = frag(); }"
      },
      "builtins": {
        "globals": {
          "blocks": [
            {
              "name": "CCGlobal",
              "defines": []
            },
            {
              "name": "CCCamera",
              "defines": []
            }
          ],
          "samplerTextures": [],
          "buffers": [],
          "images": []
        },
        "locals": {
          "blocks": [],
          "samplerTextures": [],
          "buffers": [],
          "images": []
        },
        "statistics": {
          "CC_EFFECT_USED_VERTEX_UNIFORM_VECTORS": 60,
          "CC_EFFECT_USED_FRAGMENT_UNIFORM_VECTORS": 39
        }
      },
      "defines": [],
      "name": "util/profiler|profiler-vs:vert|profiler-fs:frag"
    }
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  "combinations": [],
  "hideInEditor": false
}