{
  "__type__": "cc.EffectAsset",
  "_name": "pipeline/planar-shadow",
  "_objFlags": 0,
  "_native": "",
  "techniques": [
    {
      "passes": [
        {
          "phase": "planarShadow",
          "blendState": {
            "targets": [
              {
                "blend": true,
                "blendSrc": 2,
                "blendDst": 4,
                "blendDstAlpha": 4
              }
            ]
          },
          "program": "pipeline/planar-shadow|planar-shadow-vs:vert|planar-shadow-fs:frag",
          "depthStencilState": {
            "depthTest": true,
            "depthWrite": false,
            "stencilTestFront": true,
            "stencilFuncFront": 5,
            "stencilPassOpFront": 2,
            "stencilRefBack": 128,
            "stencilRefFront": 128,
            "stencilReadMaskBack": 128,
            "stencilReadMaskFront": 128,
            "stencilWriteMaskBack": 128,
            "stencilWriteMaskFront": 128
          }
        }
      ]
    }
  ],
  "shaders": [
    {
      "blocks": [],
      "samplerTextures": [],
      "samplers": [],
      "textures": [],
      "buffers": [],
      "images": [],
      "subpassInputs": [],
      "attributes": [
        {
          "name": "a_position",
          "defines": [],
          "format": 32,
          "location": 0
        },
        {
          "name": "a_normal",
          "defines": [],
          "format": 32,
          "location": 1
        },
        {
          "name": "a_texCoord",
          "defines": [],
          "format": 21,
          "location": 2
        },
        {
          "name": "a_tangent",
          "defines": [],
          "format": 44,
          "location": 3
        },
        {
          "name": "a_vertexId",
          "defines": [
            "CC_USE_MORPH"
          ],
          "format": 11,
          "location": 6
        },
        {
          "name": "a_joints",
          "defines": [
            "CC_USE_SKINNING"
          ],
          "location": 4
        },
        {
          "name": "a_weights",
          "defines": [
            "CC_USE_SKINNING"
          ],
          "format": 44,
          "location": 5
        },
        {
          "name": "a_jointAnimInfo",
          "defines": [
            "CC_USE_SKINNING",
            "CC_USE_BAKED_ANIMATION",
            "USE_INSTANCING"
          ],
          "format": 44,
          "isInstanced": true,
          "location": 7
        },
        {
          "name": "a_matWorld0",
          "defines": [
            "USE_INSTANCING"
          ],
          "format": 44,
          "isInstanced": true,
          "location": 8
        },
        {
          "name": "a_matWorld1",
          "defines": [
            "USE_INSTANCING"
          ],
          "format": 44,
          "isInstanced": true,
          "location": 9
        },
        {
          "name": "a_matWorld2",
          "defines": [
            "USE_INSTANCING"
          ],
          "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
        }
      ],
      "varyings": [
        {
          "name": "v_dist",
          "type": 13,
          "count": 1,
          "defines": [],
          "stageFlags": 17,
          "location": 0
        }
      ],
      "fragColors": [
        {
          "name": "cc_FragColor",
          "typename": "vec4",
          "type": 16,
          "count": 1,
          "defines": [],
          "stageFlags": 16,
          "location": 0
        }
      ],
      "hash": 2672216600,
      "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 = 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};\nlayout(location = 0) out float v_dist;\nvec4 vert () {\n  vec4 position;\n      position = vec4(a_position, 1.0);\n    #if CC_USE_MORPH\n      applyMorph(position);\n    #endif\n    #if CC_USE_SKINNING\n      CCSkin(position);\n    #endif\n  mat4 matWorld;\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    #elif USE_BATCHING\n      matWorld = cc_matWorlds[int(a_dyn_batch_id)];\n    #else\n      matWorld = cc_matWorld;\n    #endif\n  vec3 P = (matWorld * position).xyz;\n  vec3 L = cc_mainLitDir.xyz;\n  vec3 N = cc_planarNDInfo.xyz;\n  float d = cc_planarNDInfo.w + 0.001;\n  float dist = (-d - dot(P, N)) / (dot(L, N) + 0.0001);\n  vec3 shadowPos = P + L * dist;\n  vec3 view = normalize(cc_cameraPos.xyz - shadowPos);\n  float viewLength = length(cc_cameraPos.xyz - shadowPos);\n  shadowPos += view * max(0.02, 0.001 * viewLength);\n  position = cc_matProj * cc_matView * vec4(shadowPos, 1.0);\n  v_dist = dist;\n  return position;\n}\nvoid main() { gl_Position = vert(); }",
        "frag": "\nprecision mediump float;\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};\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 float v_dist;\nvec4 frag () {\n  if(v_dist < 0.02)\n    discard;\n  return CCFragOutput(cc_shadowColor);\n}\nlayout(location = 0) out vec4 cc_FragColor;\nvoid main() { cc_FragColor = frag(); }"
      },
      "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 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};\nout float v_dist;\nvec4 vert () {\n  vec4 position;\n      position = vec4(a_position, 1.0);\n    #if CC_USE_MORPH\n      applyMorph(position);\n    #endif\n    #if CC_USE_SKINNING\n      CCSkin(position);\n    #endif\n  mat4 matWorld;\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    #elif USE_BATCHING\n      matWorld = cc_matWorlds[int(a_dyn_batch_id)];\n    #else\n      matWorld = cc_matWorld;\n    #endif\n  vec3 P = (matWorld * position).xyz;\n  vec3 L = cc_mainLitDir.xyz;\n  vec3 N = cc_planarNDInfo.xyz;\n  float d = cc_planarNDInfo.w + 0.001;\n  float dist = (-d - dot(P, N)) / (dot(L, N) + 0.0001);\n  vec3 shadowPos = P + L * dist;\n  vec3 view = normalize(cc_cameraPos.xyz - shadowPos);\n  float viewLength = length(cc_cameraPos.xyz - shadowPos);\n  shadowPos += view * max(0.02, 0.001 * viewLength);\n  position = cc_matProj * cc_matView * vec4(shadowPos, 1.0);\n  v_dist = dist;\n  return position;\n}\nvoid main() { gl_Position = vert(); }",
        "frag": "\nprecision mediump float;\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};\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 float v_dist;\nvec4 frag () {\n  if(v_dist < 0.02)\n    discard;\n  return CCFragOutput(cc_shadowColor);\n}\nlayout(location = 0) out vec4 cc_FragColor;\nvoid main() { cc_FragColor = frag(); }"
      },
      "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_mainLitDir;\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#endif\nuniform mediump vec4 cc_planarNDInfo;\nvarying float v_dist;\nvec4 vert () {\n  vec4 position;\n      position = vec4(a_position, 1.0);\n    #if CC_USE_MORPH\n      applyMorph(position);\n    #endif\n    #if CC_USE_SKINNING\n      CCSkin(position);\n    #endif\n  mat4 matWorld;\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    #elif USE_BATCHING\n      matWorld = cc_matWorlds[int(a_dyn_batch_id)];\n    #else\n      matWorld = cc_matWorld;\n    #endif\n  vec3 P = (matWorld * position).xyz;\n  vec3 L = cc_mainLitDir.xyz;\n  vec3 N = cc_planarNDInfo.xyz;\n  float d = cc_planarNDInfo.w + 0.001;\n  float dist = (-d - dot(P, N)) / (dot(L, N) + 0.0001);\n  vec3 shadowPos = P + L * dist;\n  vec3 view = normalize(cc_cameraPos.xyz - shadowPos);\n  float viewLength = length(cc_cameraPos.xyz - shadowPos);\n  shadowPos += view * max(0.02, 0.001 * viewLength);\n  position = cc_matProj * cc_matView * vec4(shadowPos, 1.0);\n  v_dist = dist;\n  return position;\n}\nvoid main() { gl_Position = vert(); }",
        "frag": "\nprecision mediump float;\nuniform lowp vec4 cc_shadowColor;\nvec4 CCFragOutput (vec4 color) {\n  return color;\n}\nvarying float v_dist;\nvec4 frag () {\n  if(v_dist < 0.02)\n    discard;\n  return CCFragOutput(cc_shadowColor);\n}\nvoid main() { gl_FragColor = frag(); }"
      },
      "builtins": {
        "globals": {
          "blocks": [
            {
              "name": "CCGlobal",
              "defines": []
            },
            {
              "name": "CCCamera",
              "defines": []
            },
            {
              "name": "CCShadow",
              "defines": []
            }
          ],
          "samplerTextures": [],
          "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": [
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                "CC_MORPH_TARGET_HAS_TANGENT"
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                "CC_USE_BAKED_ANIMATION"
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          "images": []
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          "CC_EFFECT_USED_FRAGMENT_UNIFORM_VECTORS": 59
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          ]
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        },
        {
          "name": "CC_USE_SKINNING",
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        },
        {
          "name": "CC_USE_BAKED_ANIMATION",
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          "editor": {
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        },
        {
          "name": "USE_LIGHTMAP",
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      ],
      "name": "pipeline/planar-shadow|planar-shadow-vs:vert|planar-shadow-fs:frag"
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}