{
  "__type__": "cc.EffectAsset",
  "_name": "editor/grid-stroke",
  "_objFlags": 0,
  "_native": "",
  "techniques": [
    {
      "passes": [
        {
          "rasterizerState": {
            "cullMode": 0
          },
          "blendState": {
            "targets": [
              {
                "blend": true,
                "blendSrc": 2,
                "blendDst": 4,
                "blendDstAlpha": 4
              }
            ]
          },
          "program": "editor/grid-stroke|grid-vs:vert|grid-fs:frag",
          "priority": 244,
          "depthStencilState": {
            "depthTest": true,
            "depthWrite": false
          }
        }
      ]
    }
  ],
  "shaders": [
    {
      "blocks": [],
      "samplerTextures": [],
      "samplers": [],
      "textures": [],
      "buffers": [],
      "images": [],
      "subpassInputs": [],
      "attributes": [
        {
          "name": "a_texCoord",
          "defines": [],
          "format": 21,
          "location": 0
        },
        {
          "name": "a_position",
          "defines": [],
          "format": 32,
          "location": 1
        }
      ],
      "varyings": [
        {
          "name": "uv",
          "type": 14,
          "count": 1,
          "defines": [],
          "stageFlags": 17,
          "location": 0
        },
        {
          "name": "pos_w",
          "type": 15,
          "count": 1,
          "defines": [],
          "stageFlags": 17,
          "location": 1
        }
      ],
      "fragColors": [
        {
          "name": "cc_FragColor",
          "typename": "vec4",
          "type": 16,
          "count": 1,
          "defines": [],
          "stageFlags": 16,
          "location": 0
        }
      ],
      "hash": 1084980065,
      "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 vec2 a_texCoord;\nlayout(location = 1) in vec3 a_position;\nlayout(location = 0) out vec2 uv;\nlayout(location = 1) out vec3 pos_w;\nvec4 vert () {\n  uv = a_texCoord;\n  pos_w = a_position;\n  vec2 forward = vec2(cc_matView[0][2], cc_matView[2][2]);\n  float dist = abs(cc_cameraPos.y);\n  vec2 scale = vec2(1.0 - a_texCoord.y, a_texCoord.y);\n  pos_w.xz += scale * vec2((a_texCoord.x * 2.0 - 1.0) * dist * 0.002);\n  vec4 pos = cc_matViewProj * vec4(pos_w, 1.0);\n  pos.z += 0.00011;\n  return pos;\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 uv;\nlayout(location = 1) in vec3 pos_w;\nvec4 frag () {\n  float alpha = sqrt(0.5 - abs(uv.x - 0.5));\n  float scale = abs(normalize(cc_cameraPos.xyz - pos_w).y);\n  if (scale < 0.5) alpha *= max(0.3, scale / 0.5);\n  return CCFragOutput(vec4(0.5, 0.5, 0.5, alpha));\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 vec2 a_texCoord;\nin vec3 a_position;\nout vec2 uv;\nout vec3 pos_w;\nvec4 vert () {\n  uv = a_texCoord;\n  pos_w = a_position;\n  vec2 forward = vec2(cc_matView[0][2], cc_matView[2][2]);\n  float dist = abs(cc_cameraPos.y);\n  vec2 scale = vec2(1.0 - a_texCoord.y, a_texCoord.y);\n  pos_w.xz += scale * vec2((a_texCoord.x * 2.0 - 1.0) * dist * 0.002);\n  vec4 pos = cc_matViewProj * vec4(pos_w, 1.0);\n  pos.z += 0.00011;\n  return pos;\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 uv;\nin vec3 pos_w;\nvec4 frag () {\n  float alpha = sqrt(0.5 - abs(uv.x - 0.5));\n  float scale = abs(normalize(cc_cameraPos.xyz - pos_w).y);\n  if (scale < 0.5) alpha *= max(0.3, scale / 0.5);\n  return CCFragOutput(vec4(0.5, 0.5, 0.5, alpha));\n}\nlayout(location = 0) out vec4 cc_FragColor;\nvoid main() { cc_FragColor = frag(); }"
      },
      "glsl1": {
        "vert": "\nprecision mediump float;\nuniform highp mat4 cc_matView;\n  uniform highp mat4 cc_matViewProj;\n  uniform highp vec4 cc_cameraPos;\nattribute vec2 a_texCoord;\nattribute vec3 a_position;\nvarying vec2 uv;\nvarying vec3 pos_w;\nvec4 vert () {\n  uv = a_texCoord;\n  pos_w = a_position;\n  vec2 forward = vec2(cc_matView[0][2], cc_matView[2][2]);\n  float dist = abs(cc_cameraPos.y);\n  vec2 scale = vec2(1.0 - a_texCoord.y, a_texCoord.y);\n  pos_w.xz += scale * vec2((a_texCoord.x * 2.0 - 1.0) * dist * 0.002);\n  vec4 pos = cc_matViewProj * vec4(pos_w, 1.0);\n  pos.z += 0.00011;\n  return pos;\n}\nvoid main() { gl_Position = vert(); }",
        "frag": "\nprecision mediump float;\nuniform highp vec4 cc_cameraPos;\nvec4 CCFragOutput (vec4 color) {\n  return color;\n}\nvarying vec2 uv;\nvarying vec3 pos_w;\nvec4 frag () {\n  float alpha = sqrt(0.5 - abs(uv.x - 0.5));\n  float scale = abs(normalize(cc_cameraPos.xyz - pos_w).y);\n  if (scale < 0.5) alpha *= max(0.3, scale / 0.5);\n  return CCFragOutput(vec4(0.5, 0.5, 0.5, alpha));\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": 39,
          "CC_EFFECT_USED_FRAGMENT_UNIFORM_VECTORS": 39
        }
      },
      "defines": [],
      "name": "editor/grid-stroke|grid-vs:vert|grid-fs:frag"
    }
  ],
  "combinations": [],
  "hideInEditor": true
}