{
  "__type__": "cc.EffectAsset",
  "_name": "pipeline/post-process",
  "_objFlags": 0,
  "_native": "",
  "techniques": [
    {
      "passes": [
        {
          "phase": "post-process",
          "blendState": {
            "targets": [
              {
                "blend": true,
                "blendSrc": 2,
                "blendDst": 4,
                "blendSrcAlpha": 2,
                "blendDstAlpha": 4
              }
            ]
          },
          "program": "pipeline/post-process|post-process-vs|post-process-fs",
          "depthStencilState": {
            "depthTest": false,
            "depthWrite": false
          }
        }
      ]
    }
  ],
  "shaders": [
    {
      "blocks": [],
      "samplerTextures": [
        {
          "name": "outputResultMap",
          "type": 28,
          "count": 1,
          "defines": [],
          "stageFlags": 16,
          "binding": 0
        }
      ],
      "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_joints",
          "defines": [
            "CC_USE_SKINNING"
          ],
          "location": 4
        },
        {
          "name": "a_weights",
          "defines": [
            "CC_USE_SKINNING"
          ],
          "format": 44,
          "location": 5
        },
        {
          "name": "a_jointAnimInfo",
          "defines": [
            "USE_INSTANCING",
            "CC_USE_BAKED_ANIMATION"
          ],
          "format": 44,
          "isInstanced": true,
          "location": 6
        },
        {
          "name": "a_matWorld0",
          "defines": [
            "USE_INSTANCING"
          ],
          "format": 44,
          "isInstanced": true,
          "location": 7
        },
        {
          "name": "a_matWorld1",
          "defines": [
            "USE_INSTANCING"
          ],
          "format": 44,
          "isInstanced": true,
          "location": 8
        },
        {
          "name": "a_matWorld2",
          "defines": [
            "USE_INSTANCING"
          ],
          "format": 44,
          "isInstanced": true,
          "location": 9
        },
        {
          "name": "a_lightingMapUVParam",
          "defines": [
            "USE_INSTANCING",
            "CC_USE_LIGHTMAP"
          ],
          "format": 44,
          "isInstanced": true,
          "location": 10
        },
        {
          "name": "a_localShadowBias",
          "defines": [
            "USE_INSTANCING",
            "CC_RECEIVE_SHADOW"
          ],
          "format": 21,
          "isInstanced": true,
          "location": 11
        },
        {
          "name": "a_dyn_batch_id",
          "defines": [
            "!USE_INSTANCING",
            "USE_BATCHING"
          ],
          "format": 11,
          "location": 12
        },
        {
          "name": "a_vertexId",
          "defines": [
            "CC_USE_MORPH"
          ],
          "format": 11,
          "location": 13
        }
      ],
      "varyings": [
        {
          "name": "v_uv",
          "type": 14,
          "count": 1,
          "defines": [],
          "stageFlags": 17,
          "location": 0
        }
      ],
      "fragColors": [
        {
          "name": "fragColor",
          "typename": "vec4",
          "type": 16,
          "count": 1,
          "defines": [],
          "stageFlags": 16,
          "location": 0
        }
      ],
      "hash": 2821682086,
      "glsl4": {
        "vert": "#extension GL_EXT_shader_explicit_arithmetic_types_int32: require\nprecision highp float;\n#define QUATER_PI         0.78539816340\n#define HALF_PI           1.57079632679\n#define PI                3.14159265359\n#define PI2               6.28318530718\n#define PI4               12.5663706144\n#define INV_QUATER_PI     1.27323954474\n#define INV_HALF_PI       0.63661977237\n#define INV_PI            0.31830988618\n#define INV_PI2           0.15915494309\n#define INV_PI4           0.07957747155\n#define EPSILON           1e-6\n#define EPSILON_LOWP      1e-4\n#define LOG2              1.442695\n#define EXP_VALUE         2.71828183f\n#define FP_MAX            65504.0\n#define FP_SCALE          0.0009765625\n#define FP_SCALE_INV      1024.0\n#define GRAY_VECTOR       vec3(0.299, 0.587, 0.114)\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_SKINNING\n    layout(location = 4) in u32vec4 a_joints;\n  layout(location = 5) in vec4 a_weights;\n#endif\n#if USE_INSTANCING\n  #if CC_USE_BAKED_ANIMATION\n    layout(location = 6) in highp vec4 a_jointAnimInfo;\n  #endif\n  layout(location = 7) in vec4 a_matWorld0;\n  layout(location = 8) in vec4 a_matWorld1;\n  layout(location = 9) in vec4 a_matWorld2;\n  #if CC_USE_LIGHTMAP\n    layout(location = 10) in vec4 a_lightingMapUVParam;\n  #endif\n  #if CC_RECEIVE_SHADOW\n    layout(location = 11) in vec2 a_localShadowBias;\n  #endif\n#elif USE_BATCHING\n  layout(location = 12) in float a_dyn_batch_id;\n#endif\n#if CC_USE_MORPH\n    int getVertexId() {\n      return gl_VertexIndex;\n    }\n#endif\n#if CC_USE_MORPH\n  layout(set = 2, binding = 4) uniform CCMorph {\n    vec4 cc_displacementWeights[15];\n    vec4 cc_displacementTextureInfo;\n  };\n  #if CC_MORPH_TARGET_HAS_POSITION\n    layout(set = 2, binding = 7) uniform sampler2D cc_PositionDisplacements;\n  #endif\n  #if CC_MORPH_TARGET_HAS_NORMAL\n    layout(set = 2, binding = 8) uniform sampler2D cc_NormalDisplacements;\n  #endif\n  #if CC_MORPH_TARGET_HAS_TANGENT\n    layout(set = 2, binding = 9) uniform sampler2D cc_TangentDisplacements;\n  #endif\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  vec3 getPositionDisplacement(int vertexId) {\n      return getVec3DisplacementFromTexture(cc_PositionDisplacements, vertexId);\n  }\n  #endif\n  #if CC_MORPH_TARGET_HAS_NORMAL\n  vec3 getNormalDisplacement(int vertexId) {\n      return getVec3DisplacementFromTexture(cc_NormalDisplacements, vertexId);\n  }\n  #endif\n  #if CC_MORPH_TARGET_HAS_TANGENT\n  vec3 getTangentDisplacement(int vertexId) {\n      return getVec3DisplacementFromTexture(cc_TangentDisplacements, vertexId);\n  }\n  #endif\n  void applyMorph (inout vec4 position, inout vec3 normal, inout vec4 tangent) {\n    int vertexId = getVertexId();\n  #if CC_MORPH_TARGET_HAS_POSITION\n    position.xyz = position.xyz + getPositionDisplacement(vertexId);\n  #endif\n  #if CC_MORPH_TARGET_HAS_NORMAL\n    normal.xyz = normal.xyz + getNormalDisplacement(vertexId);\n  #endif\n  #if CC_MORPH_TARGET_HAS_TANGENT\n    tangent.xyz = 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  #if CC_USE_BAKED_ANIMATION\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    void CCGetJointTextureCoords(float pixelsPerJoint, float jointIdx, out highp float x, out highp float y, out highp float invSize)\n    {\n      #if USE_INSTANCING\n        highp float temp = pixelsPerJoint * (a_jointAnimInfo.x * a_jointAnimInfo.y + jointIdx) + a_jointAnimInfo.z;\n      #else\n        highp float temp = pixelsPerJoint * (cc_jointAnimInfo.x * cc_jointTextureInfo.y + jointIdx) + cc_jointTextureInfo.z;\n      #endif\n      invSize = cc_jointTextureInfo.w;\n      highp float tempY = floor(temp * invSize);\n      x = floor(temp - tempY * cc_jointTextureInfo.x);\n      y = (tempY + 0.5) * invSize;\n    }\n  #else\n    #if CC_USE_REAL_TIME_JOINT_TEXTURE\n      layout(set = 2, binding = 6) uniform highp sampler2D cc_realtimeJoint;\n    #else\n      layout(set = 2, binding = 3) uniform CCSkinning {\n        highp vec4 cc_joints[CC_JOINT_UNIFORM_CAPACITY * 3];\n      };\n    #endif\n  #endif\n  #if CC_USE_BAKED_ANIMATION\n    #if CC_DEVICE_SUPPORT_FLOAT_TEXTURE\n      mat4 getJointMatrix (float i) {\n        highp float x, y, invSize;\n        CCGetJointTextureCoords(3.0, i, x, y, 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        highp float x, y, invSize;\n        CCGetJointTextureCoords(12.0, i, x, y, 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    #if CC_USE_REAL_TIME_JOINT_TEXTURE\n      #if CC_DEVICE_SUPPORT_FLOAT_TEXTURE\n        mat4 getJointMatrix (float i) {\n          float x = i;\n          vec4 v1 = texture(cc_realtimeJoint, vec2( x / 256.0, 0.5 / 3.0));\n          vec4 v2 = texture(cc_realtimeJoint, vec2( x / 256.0, 1.5 / 3.0));\n          vec4 v3 = texture(cc_realtimeJoint, vec2( x / 256.0, 2.5 / 3.0));\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         float x = 4.0 * i;\n          vec4 v1 = vec4(\n            decode32(texture(cc_realtimeJoint, vec2((x + 0.5)/ 1024.0, 0.5 / 3.0))),\n            decode32(texture(cc_realtimeJoint, vec2((x + 1.5)/ 1024.0, 0.5 / 3.0))),\n            decode32(texture(cc_realtimeJoint, vec2((x + 2.5)/ 1024.0, 0.5 / 3.0))),\n            decode32(texture(cc_realtimeJoint, vec2((x + 3.5)/ 1024.0, 0.5 / 3.0)))\n          );\n          vec4 v2 = vec4(\n            decode32(texture(cc_realtimeJoint, vec2((x + 0.5)/ 1024.0, 1.5 / 3.0))),\n            decode32(texture(cc_realtimeJoint, vec2((x + 1.5)/ 1024.0, 1.5 / 3.0))),\n            decode32(texture(cc_realtimeJoint, vec2((x + 2.5)/ 1024.0, 1.5 / 3.0))),\n            decode32(texture(cc_realtimeJoint, vec2((x + 3.5)/ 1024.0, 1.5 / 3.0)))\n          );\n          vec4 v3 = vec4(\n            decode32(texture(cc_realtimeJoint, vec2((x + 0.5)/ 1024.0, 2.5 / 3.0))),\n            decode32(texture(cc_realtimeJoint, vec2((x + 1.5)/ 1024.0, 2.5 / 3.0))),\n            decode32(texture(cc_realtimeJoint, vec2((x + 2.5)/ 1024.0, 2.5 / 3.0))),\n            decode32(texture(cc_realtimeJoint, vec2((x + 3.5)/ 1024.0, 2.5 / 3.0)))\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  #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 vec4 position, inout vec3 normal, inout vec4 tangent) {\n    mat4 m = skinMatrix();\n    position = m * position;\n    normal = (m * vec4(normal, 0.0)).xyz;\n    tangent.xyz = (m * vec4(tangent.xyz, 0.0)).xyz;\n  }\n#endif\nvoid CCVertInput(inout StandardVertInput In)\n{\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.position, In.normal, In.tangent);\n  #endif\n  #if CC_USE_SKINNING\n    CCSkin(In.position, In.normal, In.tangent);\n  #endif\n}\nlayout(set = 0, binding = 0) uniform CCGlobal {\n  highp   vec4 cc_time;\n  mediump vec4 cc_screenSize;\n  mediump vec4 cc_nativeSize;\n  mediump vec4 cc_debug_view_mode;\n  mediump vec4 cc_debug_view_composite_pack_1;\n  mediump vec4 cc_debug_view_composite_pack_2;\n  mediump vec4 cc_debug_view_composite_pack_3;\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_surfaceTransform;\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) out vec2 v_uv;\nvoid main () {\n  StandardVertInput In;\n  CCVertInput(In);\n  In.position.xy = cc_cameraPos.w == 0.0 ? vec2(In.position.xy.x, -In.position.xy.y) : In.position.xy;\n  gl_Position = In.position;\n  gl_Position.y = gl_Position.y;\n  v_uv = a_texCoord;\n}",
        "frag": "\n  precision highp float;\n  layout(set = 0, binding = 0) uniform CCGlobal {\n    highp   vec4 cc_time;\n    mediump vec4 cc_screenSize;\n    mediump vec4 cc_nativeSize;\n    mediump vec4 cc_debug_view_mode;\n    mediump vec4 cc_debug_view_composite_pack_1;\n    mediump vec4 cc_debug_view_composite_pack_2;\n    mediump vec4 cc_debug_view_composite_pack_3;\n  };\n  layout(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_surfaceTransform;\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 ANTIALIAS_TYPE == 1\n                        vec4 fxaa(sampler2D tex, vec2 fragCoord, vec2 resolution,\n                  vec2 v_rgbNW, vec2 v_rgbNE,\n                  vec2 v_rgbSW, vec2 v_rgbSE,\n                  vec2 v_rgbM) {\n          vec4 color;\n          mediump vec2 inverseVP = vec2(1.0 / resolution.x, 1.0 / resolution.y);\n          vec3 rgbNW = texture(tex, v_rgbNW).xyz;\n          vec3 rgbNE = texture(tex, v_rgbNE).xyz;\n          vec3 rgbSW = texture(tex, v_rgbSW).xyz;\n          vec3 rgbSE = texture(tex, v_rgbSE).xyz;\n          vec4 texColor = texture(tex, v_rgbM);\n          vec3 rgbM  = texColor.xyz;\n          vec3 luma = vec3(0.299, 0.587, 0.114);\n          float lumaNW = dot(rgbNW, luma);\n          float lumaNE = dot(rgbNE, luma);\n          float lumaSW = dot(rgbSW, luma);\n          float lumaSE = dot(rgbSE, luma);\n          float lumaM  = dot(rgbM,  luma);\n          float lumaMin = min(lumaM, min(min(lumaNW, lumaNE), min(lumaSW, lumaSE)));\n          float lumaMax = max(lumaM, max(max(lumaNW, lumaNE), max(lumaSW, lumaSE)));\n          mediump vec2 dir;\n          dir.x = -((lumaNW + lumaNE) - (lumaSW + lumaSE));\n          dir.y =  ((lumaNW + lumaSW) - (lumaNE + lumaSE));\n          float dirReduce = max((lumaNW + lumaNE + lumaSW + lumaSE) *\n                                (0.25 * (1.0 / 8.0)), (1.0/ 128.0));\n          float rcpDirMin = 1.0 / (min(abs(dir.x), abs(dir.y)) + dirReduce);\n          dir = min(vec2(8.0, 8.0),\n                    max(vec2(-8.0, -8.0),\n                    dir * rcpDirMin)) * inverseVP;\n          vec3 rgbA = 0.5 * (\n              texture(tex, fragCoord * inverseVP + dir * (1.0 / 3.0 - 0.5)).xyz +\n              texture(tex, fragCoord * inverseVP + dir * (2.0 / 3.0 - 0.5)).xyz);\n          vec3 rgbB = rgbA * 0.5 + 0.25 * (\n              texture(tex, fragCoord * inverseVP + dir * -0.5).xyz +\n              texture(tex, fragCoord * inverseVP + dir * 0.5).xyz);\n          float lumaB = dot(rgbB, luma);\n          if ((lumaB < lumaMin) || (lumaB > lumaMax))\n              color = vec4(rgbA, texColor.a);\n          else\n              color = vec4(rgbB, texColor.a);\n          return color;\n      }\n  #endif\n  layout(location = 0) in vec2 v_uv;\n  layout(set = 1, binding = 0) uniform sampler2D outputResultMap;\n  layout(location = 0) out vec4 fragColor;\nvoid texcoords(vec2 fragCoord, vec2 resolution,\n      out vec2 v_rgbNW, out vec2 v_rgbNE,\n      out vec2 v_rgbSW, out vec2 v_rgbSE,\n      out vec2 v_rgbM) {\n        vec2 inverseVP = 1.0 / resolution.xy;\n        v_rgbNW = (fragCoord + vec2(-1.0, -1.0)) * inverseVP;\n        v_rgbNE = (fragCoord + vec2(1.0, -1.0)) * inverseVP;\n        v_rgbSW = (fragCoord + vec2(-1.0, 1.0)) * inverseVP;\n        v_rgbSE = (fragCoord + vec2(1.0, 1.0)) * inverseVP;\n        v_rgbM = vec2(fragCoord * inverseVP);\n}\nvoid main () {\n    mediump vec2 v_rgbNW;\n    mediump vec2 v_rgbNE;\n    mediump vec2 v_rgbSW;\n    mediump vec2 v_rgbSE;\n    mediump vec2 v_rgbM;\n    #if ANTIALIAS_TYPE == 1\n      vec2 resolution = cc_screenSize.xy;\n      vec2 fragCoord = v_uv * resolution;\n      texcoords(fragCoord, resolution, v_rgbNW, v_rgbNE, v_rgbSW, v_rgbSE, v_rgbM);\n      fragColor = fxaa(outputResultMap, fragCoord, resolution, v_rgbNW, v_rgbNE, v_rgbSW, v_rgbSE, v_rgbM);\n    #else\n      fragColor = texture(outputResultMap, v_uv);\n    #endif\n  }"
      },
      "glsl3": {
        "vert": "\nprecision highp float;\n#define QUATER_PI         0.78539816340\n#define HALF_PI           1.57079632679\n#define PI                3.14159265359\n#define PI2               6.28318530718\n#define PI4               12.5663706144\n#define INV_QUATER_PI     1.27323954474\n#define INV_HALF_PI       0.63661977237\n#define INV_PI            0.31830988618\n#define INV_PI2           0.15915494309\n#define INV_PI4           0.07957747155\n#define EPSILON           1e-6\n#define EPSILON_LOWP      1e-4\n#define LOG2              1.442695\n#define EXP_VALUE         2.71828183f\n#define FP_MAX            65504.0\n#define FP_SCALE          0.0009765625\n#define FP_SCALE_INV      1024.0\n#define GRAY_VECTOR       vec3(0.299, 0.587, 0.114)\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_SKINNING\n    in vec4 a_joints;\n  in vec4 a_weights;\n#endif\n#if USE_INSTANCING\n  #if CC_USE_BAKED_ANIMATION\n    in highp vec4 a_jointAnimInfo;\n  #endif\n  in vec4 a_matWorld0;\n  in vec4 a_matWorld1;\n  in vec4 a_matWorld2;\n  #if CC_USE_LIGHTMAP\n    in vec4 a_lightingMapUVParam;\n  #endif\n  #if CC_RECEIVE_SHADOW\n    in vec2 a_localShadowBias;\n  #endif\n#elif USE_BATCHING\n  in float a_dyn_batch_id;\n#endif\n#if CC_USE_MORPH\n    in float a_vertexId;\n    int getVertexId() {\n      return int(a_vertexId);\n    }\n#endif\n#if CC_USE_MORPH\n  layout(std140) uniform CCMorph {\n    vec4 cc_displacementWeights[15];\n    vec4 cc_displacementTextureInfo;\n  };\n  #if CC_MORPH_TARGET_HAS_POSITION\n    uniform sampler2D cc_PositionDisplacements;\n  #endif\n  #if CC_MORPH_TARGET_HAS_NORMAL\n    uniform sampler2D cc_NormalDisplacements;\n  #endif\n  #if CC_MORPH_TARGET_HAS_TANGENT\n    uniform sampler2D cc_TangentDisplacements;\n  #endif\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  vec3 getPositionDisplacement(int vertexId) {\n      return getVec3DisplacementFromTexture(cc_PositionDisplacements, vertexId);\n  }\n  #endif\n  #if CC_MORPH_TARGET_HAS_NORMAL\n  vec3 getNormalDisplacement(int vertexId) {\n      return getVec3DisplacementFromTexture(cc_NormalDisplacements, vertexId);\n  }\n  #endif\n  #if CC_MORPH_TARGET_HAS_TANGENT\n  vec3 getTangentDisplacement(int vertexId) {\n      return getVec3DisplacementFromTexture(cc_TangentDisplacements, vertexId);\n  }\n  #endif\n  void applyMorph (inout vec4 position, inout vec3 normal, inout vec4 tangent) {\n    int vertexId = getVertexId();\n  #if CC_MORPH_TARGET_HAS_POSITION\n    position.xyz = position.xyz + getPositionDisplacement(vertexId);\n  #endif\n  #if CC_MORPH_TARGET_HAS_NORMAL\n    normal.xyz = normal.xyz + getNormalDisplacement(vertexId);\n  #endif\n  #if CC_MORPH_TARGET_HAS_TANGENT\n    tangent.xyz = 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  #if CC_USE_BAKED_ANIMATION\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    void CCGetJointTextureCoords(float pixelsPerJoint, float jointIdx, out highp float x, out highp float y, out highp float invSize)\n    {\n      #if USE_INSTANCING\n        highp float temp = pixelsPerJoint * (a_jointAnimInfo.x * a_jointAnimInfo.y + jointIdx) + a_jointAnimInfo.z;\n      #else\n        highp float temp = pixelsPerJoint * (cc_jointAnimInfo.x * cc_jointTextureInfo.y + jointIdx) + cc_jointTextureInfo.z;\n      #endif\n      invSize = cc_jointTextureInfo.w;\n      highp float tempY = floor(temp * invSize);\n      x = floor(temp - tempY * cc_jointTextureInfo.x);\n      y = (tempY + 0.5) * invSize;\n    }\n  #else\n    #if CC_USE_REAL_TIME_JOINT_TEXTURE\n      uniform highp sampler2D cc_realtimeJoint;\n    #else\n      layout(std140) uniform CCSkinning {\n        highp vec4 cc_joints[CC_JOINT_UNIFORM_CAPACITY * 3];\n      };\n    #endif\n  #endif\n  #if CC_USE_BAKED_ANIMATION\n    #if CC_DEVICE_SUPPORT_FLOAT_TEXTURE\n      mat4 getJointMatrix (float i) {\n        highp float x, y, invSize;\n        CCGetJointTextureCoords(3.0, i, x, y, 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        highp float x, y, invSize;\n        CCGetJointTextureCoords(12.0, i, x, y, 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    #if CC_USE_REAL_TIME_JOINT_TEXTURE\n      #if CC_DEVICE_SUPPORT_FLOAT_TEXTURE\n        mat4 getJointMatrix (float i) {\n          float x = i;\n          vec4 v1 = texture(cc_realtimeJoint, vec2( x / 256.0, 0.5 / 3.0));\n          vec4 v2 = texture(cc_realtimeJoint, vec2( x / 256.0, 1.5 / 3.0));\n          vec4 v3 = texture(cc_realtimeJoint, vec2( x / 256.0, 2.5 / 3.0));\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         float x = 4.0 * i;\n          vec4 v1 = vec4(\n            decode32(texture(cc_realtimeJoint, vec2((x + 0.5)/ 1024.0, 0.5 / 3.0))),\n            decode32(texture(cc_realtimeJoint, vec2((x + 1.5)/ 1024.0, 0.5 / 3.0))),\n            decode32(texture(cc_realtimeJoint, vec2((x + 2.5)/ 1024.0, 0.5 / 3.0))),\n            decode32(texture(cc_realtimeJoint, vec2((x + 3.5)/ 1024.0, 0.5 / 3.0)))\n          );\n          vec4 v2 = vec4(\n            decode32(texture(cc_realtimeJoint, vec2((x + 0.5)/ 1024.0, 1.5 / 3.0))),\n            decode32(texture(cc_realtimeJoint, vec2((x + 1.5)/ 1024.0, 1.5 / 3.0))),\n            decode32(texture(cc_realtimeJoint, vec2((x + 2.5)/ 1024.0, 1.5 / 3.0))),\n            decode32(texture(cc_realtimeJoint, vec2((x + 3.5)/ 1024.0, 1.5 / 3.0)))\n          );\n          vec4 v3 = vec4(\n            decode32(texture(cc_realtimeJoint, vec2((x + 0.5)/ 1024.0, 2.5 / 3.0))),\n            decode32(texture(cc_realtimeJoint, vec2((x + 1.5)/ 1024.0, 2.5 / 3.0))),\n            decode32(texture(cc_realtimeJoint, vec2((x + 2.5)/ 1024.0, 2.5 / 3.0))),\n            decode32(texture(cc_realtimeJoint, vec2((x + 3.5)/ 1024.0, 2.5 / 3.0)))\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  #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 vec4 position, inout vec3 normal, inout vec4 tangent) {\n    mat4 m = skinMatrix();\n    position = m * position;\n    normal = (m * vec4(normal, 0.0)).xyz;\n    tangent.xyz = (m * vec4(tangent.xyz, 0.0)).xyz;\n  }\n#endif\nvoid CCVertInput(inout StandardVertInput In)\n{\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.position, In.normal, In.tangent);\n  #endif\n  #if CC_USE_SKINNING\n    CCSkin(In.position, In.normal, In.tangent);\n  #endif\n}\nlayout(std140) uniform CCGlobal {\n  highp   vec4 cc_time;\n  mediump vec4 cc_screenSize;\n  mediump vec4 cc_nativeSize;\n  mediump vec4 cc_debug_view_mode;\n  mediump vec4 cc_debug_view_composite_pack_1;\n  mediump vec4 cc_debug_view_composite_pack_2;\n  mediump vec4 cc_debug_view_composite_pack_3;\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_surfaceTransform;\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};\nout vec2 v_uv;\nvoid main () {\n  StandardVertInput In;\n  CCVertInput(In);\n  In.position.xy = cc_cameraPos.w == 0.0 ? vec2(In.position.xy.x, -In.position.xy.y) : In.position.xy;\n  gl_Position = In.position;\n  gl_Position.y = gl_Position.y;\n  v_uv = a_texCoord;\n}",
        "frag": "\n  precision highp float;\n  layout(std140) uniform CCGlobal {\n    highp   vec4 cc_time;\n    mediump vec4 cc_screenSize;\n    mediump vec4 cc_nativeSize;\n    mediump vec4 cc_debug_view_mode;\n    mediump vec4 cc_debug_view_composite_pack_1;\n    mediump vec4 cc_debug_view_composite_pack_2;\n    mediump vec4 cc_debug_view_composite_pack_3;\n  };\n  layout(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_surfaceTransform;\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 ANTIALIAS_TYPE == 1\n                        vec4 fxaa(sampler2D tex, vec2 fragCoord, vec2 resolution,\n                  vec2 v_rgbNW, vec2 v_rgbNE,\n                  vec2 v_rgbSW, vec2 v_rgbSE,\n                  vec2 v_rgbM) {\n          vec4 color;\n          mediump vec2 inverseVP = vec2(1.0 / resolution.x, 1.0 / resolution.y);\n          vec3 rgbNW = texture(tex, v_rgbNW).xyz;\n          vec3 rgbNE = texture(tex, v_rgbNE).xyz;\n          vec3 rgbSW = texture(tex, v_rgbSW).xyz;\n          vec3 rgbSE = texture(tex, v_rgbSE).xyz;\n          vec4 texColor = texture(tex, v_rgbM);\n          vec3 rgbM  = texColor.xyz;\n          vec3 luma = vec3(0.299, 0.587, 0.114);\n          float lumaNW = dot(rgbNW, luma);\n          float lumaNE = dot(rgbNE, luma);\n          float lumaSW = dot(rgbSW, luma);\n          float lumaSE = dot(rgbSE, luma);\n          float lumaM  = dot(rgbM,  luma);\n          float lumaMin = min(lumaM, min(min(lumaNW, lumaNE), min(lumaSW, lumaSE)));\n          float lumaMax = max(lumaM, max(max(lumaNW, lumaNE), max(lumaSW, lumaSE)));\n          mediump vec2 dir;\n          dir.x = -((lumaNW + lumaNE) - (lumaSW + lumaSE));\n          dir.y =  ((lumaNW + lumaSW) - (lumaNE + lumaSE));\n          float dirReduce = max((lumaNW + lumaNE + lumaSW + lumaSE) *\n                                (0.25 * (1.0 / 8.0)), (1.0/ 128.0));\n          float rcpDirMin = 1.0 / (min(abs(dir.x), abs(dir.y)) + dirReduce);\n          dir = min(vec2(8.0, 8.0),\n                    max(vec2(-8.0, -8.0),\n                    dir * rcpDirMin)) * inverseVP;\n          vec3 rgbA = 0.5 * (\n              texture(tex, fragCoord * inverseVP + dir * (1.0 / 3.0 - 0.5)).xyz +\n              texture(tex, fragCoord * inverseVP + dir * (2.0 / 3.0 - 0.5)).xyz);\n          vec3 rgbB = rgbA * 0.5 + 0.25 * (\n              texture(tex, fragCoord * inverseVP + dir * -0.5).xyz +\n              texture(tex, fragCoord * inverseVP + dir * 0.5).xyz);\n          float lumaB = dot(rgbB, luma);\n          if ((lumaB < lumaMin) || (lumaB > lumaMax))\n              color = vec4(rgbA, texColor.a);\n          else\n              color = vec4(rgbB, texColor.a);\n          return color;\n      }\n  #endif\n  in vec2 v_uv;\n  uniform sampler2D outputResultMap;\n  layout(location = 0) out vec4 fragColor;\nvoid texcoords(vec2 fragCoord, vec2 resolution,\n      out vec2 v_rgbNW, out vec2 v_rgbNE,\n      out vec2 v_rgbSW, out vec2 v_rgbSE,\n      out vec2 v_rgbM) {\n        vec2 inverseVP = 1.0 / resolution.xy;\n        v_rgbNW = (fragCoord + vec2(-1.0, -1.0)) * inverseVP;\n        v_rgbNE = (fragCoord + vec2(1.0, -1.0)) * inverseVP;\n        v_rgbSW = (fragCoord + vec2(-1.0, 1.0)) * inverseVP;\n        v_rgbSE = (fragCoord + vec2(1.0, 1.0)) * inverseVP;\n        v_rgbM = vec2(fragCoord * inverseVP);\n}\nvoid main () {\n    mediump vec2 v_rgbNW;\n    mediump vec2 v_rgbNE;\n    mediump vec2 v_rgbSW;\n    mediump vec2 v_rgbSE;\n    mediump vec2 v_rgbM;\n    #if ANTIALIAS_TYPE == 1\n      vec2 resolution = cc_screenSize.xy;\n      vec2 fragCoord = v_uv * resolution;\n      texcoords(fragCoord, resolution, v_rgbNW, v_rgbNE, v_rgbSW, v_rgbSE, v_rgbM);\n      fragColor = fxaa(outputResultMap, fragCoord, resolution, v_rgbNW, v_rgbNE, v_rgbSW, v_rgbSE, v_rgbM);\n    #else\n      fragColor = texture(outputResultMap, v_uv);\n    #endif\n  }"
      },
      "glsl1": {
        "vert": "\nprecision highp float;\n#define QUATER_PI         0.78539816340\n#define HALF_PI           1.57079632679\n#define PI                3.14159265359\n#define PI2               6.28318530718\n#define PI4               12.5663706144\n#define INV_QUATER_PI     1.27323954474\n#define INV_HALF_PI       0.63661977237\n#define INV_PI            0.31830988618\n#define INV_PI2           0.15915494309\n#define INV_PI4           0.07957747155\n#define EPSILON           1e-6\n#define EPSILON_LOWP      1e-4\n#define LOG2              1.442695\n#define EXP_VALUE         2.71828183f\n#define FP_MAX            65504.0\n#define FP_SCALE          0.0009765625\n#define FP_SCALE_INV      1024.0\n#define GRAY_VECTOR       vec3(0.299, 0.587, 0.114)\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_SKINNING\n    attribute vec4 a_joints;\n  attribute vec4 a_weights;\n#endif\n#if USE_INSTANCING\n  #if CC_USE_BAKED_ANIMATION\n    attribute highp vec4 a_jointAnimInfo;\n  #endif\n  attribute vec4 a_matWorld0;\n  attribute vec4 a_matWorld1;\n  attribute vec4 a_matWorld2;\n  #if CC_USE_LIGHTMAP\n    attribute vec4 a_lightingMapUVParam;\n  #endif\n  #if CC_RECEIVE_SHADOW\n    attribute vec2 a_localShadowBias;\n  #endif\n#elif USE_BATCHING\n  attribute float a_dyn_batch_id;\n#endif\n#if CC_USE_MORPH\n    attribute float a_vertexId;\n    int getVertexId() {\n      return int(a_vertexId);\n    }\n#endif\n#if CC_USE_MORPH\n  uniform vec4 cc_displacementWeights[15];\n  uniform vec4 cc_displacementTextureInfo;\n  #if CC_MORPH_TARGET_HAS_POSITION\n    uniform sampler2D cc_PositionDisplacements;\n  #endif\n  #if CC_MORPH_TARGET_HAS_NORMAL\n    uniform sampler2D cc_NormalDisplacements;\n  #endif\n  #if CC_MORPH_TARGET_HAS_TANGENT\n    uniform sampler2D cc_TangentDisplacements;\n  #endif\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  vec3 getPositionDisplacement(int vertexId) {\n      return getVec3DisplacementFromTexture(cc_PositionDisplacements, vertexId);\n  }\n  #endif\n  #if CC_MORPH_TARGET_HAS_NORMAL\n  vec3 getNormalDisplacement(int vertexId) {\n      return getVec3DisplacementFromTexture(cc_NormalDisplacements, vertexId);\n  }\n  #endif\n  #if CC_MORPH_TARGET_HAS_TANGENT\n  vec3 getTangentDisplacement(int vertexId) {\n      return getVec3DisplacementFromTexture(cc_TangentDisplacements, vertexId);\n  }\n  #endif\n  void applyMorph (inout vec4 position, inout vec3 normal, inout vec4 tangent) {\n    int vertexId = getVertexId();\n  #if CC_MORPH_TARGET_HAS_POSITION\n    position.xyz = position.xyz + getPositionDisplacement(vertexId);\n  #endif\n  #if CC_MORPH_TARGET_HAS_NORMAL\n    normal.xyz = normal.xyz + getNormalDisplacement(vertexId);\n  #endif\n  #if CC_MORPH_TARGET_HAS_TANGENT\n    tangent.xyz = 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  #if CC_USE_BAKED_ANIMATION\n    uniform highp vec4 cc_jointTextureInfo;\n    uniform highp vec4 cc_jointAnimInfo;\n    uniform highp sampler2D cc_jointTexture;\n    void CCGetJointTextureCoords(float pixelsPerJoint, float jointIdx, out highp float x, out highp float y, out highp float invSize)\n    {\n      #if USE_INSTANCING\n        highp float temp = pixelsPerJoint * (a_jointAnimInfo.x * a_jointAnimInfo.y + jointIdx) + a_jointAnimInfo.z;\n      #else\n        highp float temp = pixelsPerJoint * (cc_jointAnimInfo.x * cc_jointTextureInfo.y + jointIdx) + cc_jointTextureInfo.z;\n      #endif\n      invSize = cc_jointTextureInfo.w;\n      highp float tempY = floor(temp * invSize);\n      x = floor(temp - tempY * cc_jointTextureInfo.x);\n      y = (tempY + 0.5) * invSize;\n    }\n  #else\n    #if CC_USE_REAL_TIME_JOINT_TEXTURE\n      uniform highp sampler2D cc_realtimeJoint;\n    #else\n      uniform highp vec4 cc_joints[CC_JOINT_UNIFORM_CAPACITY * 3];\n    #endif\n  #endif\n  #if CC_USE_BAKED_ANIMATION\n    #if CC_DEVICE_SUPPORT_FLOAT_TEXTURE\n      mat4 getJointMatrix (float i) {\n        highp float x, y, invSize;\n        CCGetJointTextureCoords(3.0, i, x, y, 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        highp float x, y, invSize;\n        CCGetJointTextureCoords(12.0, i, x, y, 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    #if CC_USE_REAL_TIME_JOINT_TEXTURE\n      #if CC_DEVICE_SUPPORT_FLOAT_TEXTURE\n        mat4 getJointMatrix (float i) {\n          float x = i;\n          vec4 v1 = texture2D(cc_realtimeJoint, vec2( x / 256.0, 0.5 / 3.0));\n          vec4 v2 = texture2D(cc_realtimeJoint, vec2( x / 256.0, 1.5 / 3.0));\n          vec4 v3 = texture2D(cc_realtimeJoint, vec2( x / 256.0, 2.5 / 3.0));\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         float x = 4.0 * i;\n          vec4 v1 = vec4(\n            decode32(texture2D(cc_realtimeJoint, vec2((x + 0.5)/ 1024.0, 0.5 / 3.0))),\n            decode32(texture2D(cc_realtimeJoint, vec2((x + 1.5)/ 1024.0, 0.5 / 3.0))),\n            decode32(texture2D(cc_realtimeJoint, vec2((x + 2.5)/ 1024.0, 0.5 / 3.0))),\n            decode32(texture2D(cc_realtimeJoint, vec2((x + 3.5)/ 1024.0, 0.5 / 3.0)))\n          );\n          vec4 v2 = vec4(\n            decode32(texture2D(cc_realtimeJoint, vec2((x + 0.5)/ 1024.0, 1.5 / 3.0))),\n            decode32(texture2D(cc_realtimeJoint, vec2((x + 1.5)/ 1024.0, 1.5 / 3.0))),\n            decode32(texture2D(cc_realtimeJoint, vec2((x + 2.5)/ 1024.0, 1.5 / 3.0))),\n            decode32(texture2D(cc_realtimeJoint, vec2((x + 3.5)/ 1024.0, 1.5 / 3.0)))\n          );\n          vec4 v3 = vec4(\n            decode32(texture2D(cc_realtimeJoint, vec2((x + 0.5)/ 1024.0, 2.5 / 3.0))),\n            decode32(texture2D(cc_realtimeJoint, vec2((x + 1.5)/ 1024.0, 2.5 / 3.0))),\n            decode32(texture2D(cc_realtimeJoint, vec2((x + 2.5)/ 1024.0, 2.5 / 3.0))),\n            decode32(texture2D(cc_realtimeJoint, vec2((x + 3.5)/ 1024.0, 2.5 / 3.0)))\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  #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 vec4 position, inout vec3 normal, inout vec4 tangent) {\n    mat4 m = skinMatrix();\n    position = m * position;\n    normal = (m * vec4(normal, 0.0)).xyz;\n    tangent.xyz = (m * vec4(tangent.xyz, 0.0)).xyz;\n  }\n#endif\nvoid CCVertInput(inout StandardVertInput In)\n{\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.position, In.normal, In.tangent);\n  #endif\n  #if CC_USE_SKINNING\n    CCSkin(In.position, In.normal, In.tangent);\n  #endif\n}\nuniform highp vec4 cc_cameraPos;\nvarying vec2 v_uv;\nvoid main () {\n  StandardVertInput In;\n  CCVertInput(In);\n  In.position.xy = cc_cameraPos.w == 0.0 ? vec2(In.position.xy.x, -In.position.xy.y) : In.position.xy;\n  gl_Position = In.position;\n  gl_Position.y = gl_Position.y;\n  v_uv = a_texCoord;\n}",
        "frag": "\n  precision highp float;\n  uniform mediump vec4 cc_screenSize;\n  #if ANTIALIAS_TYPE == 1\n                        vec4 fxaa(sampler2D tex, vec2 fragCoord, vec2 resolution,\n                  vec2 v_rgbNW, vec2 v_rgbNE,\n                  vec2 v_rgbSW, vec2 v_rgbSE,\n                  vec2 v_rgbM) {\n          vec4 color;\n          mediump vec2 inverseVP = vec2(1.0 / resolution.x, 1.0 / resolution.y);\n          vec3 rgbNW = texture2D(tex, v_rgbNW).xyz;\n          vec3 rgbNE = texture2D(tex, v_rgbNE).xyz;\n          vec3 rgbSW = texture2D(tex, v_rgbSW).xyz;\n          vec3 rgbSE = texture2D(tex, v_rgbSE).xyz;\n          vec4 texColor = texture2D(tex, v_rgbM);\n          vec3 rgbM  = texColor.xyz;\n          vec3 luma = vec3(0.299, 0.587, 0.114);\n          float lumaNW = dot(rgbNW, luma);\n          float lumaNE = dot(rgbNE, luma);\n          float lumaSW = dot(rgbSW, luma);\n          float lumaSE = dot(rgbSE, luma);\n          float lumaM  = dot(rgbM,  luma);\n          float lumaMin = min(lumaM, min(min(lumaNW, lumaNE), min(lumaSW, lumaSE)));\n          float lumaMax = max(lumaM, max(max(lumaNW, lumaNE), max(lumaSW, lumaSE)));\n          mediump vec2 dir;\n          dir.x = -((lumaNW + lumaNE) - (lumaSW + lumaSE));\n          dir.y =  ((lumaNW + lumaSW) - (lumaNE + lumaSE));\n          float dirReduce = max((lumaNW + lumaNE + lumaSW + lumaSE) *\n                                (0.25 * (1.0 / 8.0)), (1.0/ 128.0));\n          float rcpDirMin = 1.0 / (min(abs(dir.x), abs(dir.y)) + dirReduce);\n          dir = min(vec2(8.0, 8.0),\n                    max(vec2(-8.0, -8.0),\n                    dir * rcpDirMin)) * inverseVP;\n          vec3 rgbA = 0.5 * (\n              texture2D(tex, fragCoord * inverseVP + dir * (1.0 / 3.0 - 0.5)).xyz +\n              texture2D(tex, fragCoord * inverseVP + dir * (2.0 / 3.0 - 0.5)).xyz);\n          vec3 rgbB = rgbA * 0.5 + 0.25 * (\n              texture2D(tex, fragCoord * inverseVP + dir * -0.5).xyz +\n              texture2D(tex, fragCoord * inverseVP + dir * 0.5).xyz);\n          float lumaB = dot(rgbB, luma);\n          if ((lumaB < lumaMin) || (lumaB > lumaMax))\n              color = vec4(rgbA, texColor.a);\n          else\n              color = vec4(rgbB, texColor.a);\n          return color;\n      }\n  #endif\n  varying vec2 v_uv;\n  uniform sampler2D outputResultMap;\nvoid texcoords(vec2 fragCoord, vec2 resolution,\n      out vec2 v_rgbNW, out vec2 v_rgbNE,\n      out vec2 v_rgbSW, out vec2 v_rgbSE,\n      out vec2 v_rgbM) {\n        vec2 inverseVP = 1.0 / resolution.xy;\n        v_rgbNW = (fragCoord + vec2(-1.0, -1.0)) * inverseVP;\n        v_rgbNE = (fragCoord + vec2(1.0, -1.0)) * inverseVP;\n        v_rgbSW = (fragCoord + vec2(-1.0, 1.0)) * inverseVP;\n        v_rgbSE = (fragCoord + vec2(1.0, 1.0)) * inverseVP;\n        v_rgbM = vec2(fragCoord * inverseVP);\n}\nvoid main () {\n    mediump vec2 v_rgbNW;\n    mediump vec2 v_rgbNE;\n    mediump vec2 v_rgbSW;\n    mediump vec2 v_rgbSE;\n    mediump vec2 v_rgbM;\n    #if ANTIALIAS_TYPE == 1\n      vec2 resolution = cc_screenSize.xy;\n      vec2 fragCoord = v_uv * resolution;\n      texcoords(fragCoord, resolution, v_rgbNW, v_rgbNE, v_rgbSW, v_rgbSE, v_rgbM);\n      gl_FragColor = fxaa(outputResultMap, fragCoord, resolution, v_rgbNW, v_rgbNE, v_rgbSW, v_rgbSE, v_rgbM);\n    #else\n      gl_FragColor = texture2D(outputResultMap, v_uv);\n    #endif\n  }"
      },
      "builtins": {
        "globals": {
          "blocks": [
            {
              "name": "CCGlobal",
              "defines": []
            },
            {
              "name": "CCCamera",
              "defines": []
            }
          ],
          "samplerTextures": [],
          "buffers": [],
          "images": []
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}