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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 = 6) 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 = 7) 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 = 8) 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 = 5) 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};\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(location = 0) out vec2 v_uv;\nlayout(set = 1, binding = 0) uniform OutlineVert {\n  vec4 outlineParams;\n};\nvec4 vert () {\n  StandardVertInput In;\n      In.position = vec4(a_position, 1.0);\n      In.normal = a_normal;\n      In.tangent = a_tangent;\n    #if CC_USE_MORPH\n      applyMorph(In);\n    #endif\n    #if CC_USE_SKINNING\n      CCSkin(In);\n    #endif\n  mat4 matWorld;\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  float width = outlineParams.x * 0.001;\n  #if USE_POSITION_SCALING\n    vec3 dir = normalize(In.position.xyz);\n    float flip = dot(dir, normalize(In.normal)) < 0.0 ? -1.0 : 1.0;\n    In.position.xyz += flip * dir * width * 2.0;\n    vec4 pos = cc_matProj * (cc_matView * matWorld) * In.position;\n  #else\n    In.position.xyz += normalize(In.normal) * width;\n    vec4 pos = cc_matProj * (cc_matView * matWorld) * In.position;\n  #endif\n  pos.z -= outlineParams.y * 0.002;\n  v_uv = a_texCoord;\n  return pos;\n}\nvoid main() { gl_Position = vert(); }",
        "frag": "\nprecision highp float;\nlayout(set = 0, binding = 0) uniform CCGlobal {\n  highp   vec4 cc_time;\n  mediump vec4 cc_screenSize;\n  mediump vec4 cc_nativeSize;\n};\nlayout(set = 0, binding = 1) uniform CCCamera {\n  highp   mat4 cc_matView;\n  highp   mat4 cc_matViewInv;\n  highp   mat4 cc_matProj;\n  highp   mat4 cc_matProjInv;\n  highp   mat4 cc_matViewProj;\n  highp   mat4 cc_matViewProjInv;\n  highp   vec4 cc_cameraPos;\n  mediump vec4 cc_screenScale;\n  mediump vec4 cc_exposure;\n  mediump vec4 cc_mainLitDir;\n  mediump vec4 cc_mainLitColor;\n  mediump vec4 cc_ambientSky;\n  mediump vec4 cc_ambientGround;\n  mediump vec4 cc_fogColor;\n  mediump vec4 cc_fogBase;\n  mediump vec4 cc_fogAdd;\n};\nvec3 SRGBToLinear (vec3 gamma) {\n  return gamma * gamma;\n}\nvec4 CCFragOutput (vec4 color) {\n  #if CC_USE_HDR\n    color.rgb = mix(color.rgb, SRGBToLinear(color.rgb) * cc_exposure.w, vec3(cc_exposure.z));\n  #endif\n  return color;\n}\nlayout(location = 0) in vec2 v_uv;\nlayout(set = 1, binding = 1) uniform OutlineFrag {\n  vec4 baseColor;\n};\n#if USE_BASE_COLOR_MAP\n  layout(set = 1, binding = 2) uniform sampler2D baseColorMap;\n#endif\nvec4 frag () {\n  vec4 color = baseColor * cc_mainLitColor;\n  #if USE_BASE_COLOR_MAP\n    vec4 texColor = texture(baseColorMap, v_uv);\n    texColor.rgb = SRGBToLinear(texColor.rgb);\n    color *= texColor;\n  #endif\n  return CCFragOutput(vec4(color.rgb, 1.0));\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};\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\nout vec2 v_uv;\nlayout(std140) uniform OutlineVert {\n  vec4 outlineParams;\n};\nvec4 vert () {\n  StandardVertInput In;\n      In.position = vec4(a_position, 1.0);\n      In.normal = a_normal;\n      In.tangent = a_tangent;\n    #if CC_USE_MORPH\n      applyMorph(In);\n    #endif\n    #if CC_USE_SKINNING\n      CCSkin(In);\n    #endif\n  mat4 matWorld;\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  float width = outlineParams.x * 0.001;\n  #if USE_POSITION_SCALING\n    vec3 dir = normalize(In.position.xyz);\n    float flip = dot(dir, normalize(In.normal)) < 0.0 ? -1.0 : 1.0;\n    In.position.xyz += flip * dir * width * 2.0;\n    vec4 pos = cc_matProj * (cc_matView * matWorld) * In.position;\n  #else\n    In.position.xyz += normalize(In.normal) * width;\n    vec4 pos = cc_matProj * (cc_matView * matWorld) * In.position;\n  #endif\n  pos.z -= outlineParams.y * 0.002;\n  v_uv = a_texCoord;\n  return pos;\n}\nvoid main() { gl_Position = vert(); }",
        "frag": "\nprecision highp float;\nlayout(std140) uniform CCGlobal {\n  highp   vec4 cc_time;\n  mediump vec4 cc_screenSize;\n  mediump vec4 cc_nativeSize;\n};\nlayout(std140) uniform CCCamera {\n  highp   mat4 cc_matView;\n  highp   mat4 cc_matViewInv;\n  highp   mat4 cc_matProj;\n  highp   mat4 cc_matProjInv;\n  highp   mat4 cc_matViewProj;\n  highp   mat4 cc_matViewProjInv;\n  highp   vec4 cc_cameraPos;\n  mediump vec4 cc_screenScale;\n  mediump vec4 cc_exposure;\n  mediump vec4 cc_mainLitDir;\n  mediump vec4 cc_mainLitColor;\n  mediump vec4 cc_ambientSky;\n  mediump vec4 cc_ambientGround;\n  mediump vec4 cc_fogColor;\n  mediump vec4 cc_fogBase;\n  mediump vec4 cc_fogAdd;\n};\nvec3 SRGBToLinear (vec3 gamma) {\n  return gamma * gamma;\n}\nvec4 CCFragOutput (vec4 color) {\n  #if CC_USE_HDR\n    color.rgb = mix(color.rgb, SRGBToLinear(color.rgb) * cc_exposure.w, vec3(cc_exposure.z));\n  #endif\n  return color;\n}\nin vec2 v_uv;\nlayout(std140) uniform OutlineFrag {\n  vec4 baseColor;\n};\n#if USE_BASE_COLOR_MAP\n  uniform sampler2D baseColorMap;\n#endif\nvec4 frag () {\n  vec4 color = baseColor * cc_mainLitColor;\n  #if USE_BASE_COLOR_MAP\n    vec4 texColor = texture(baseColorMap, v_uv);\n    texColor.rgb = SRGBToLinear(texColor.rgb);\n    color *= texColor;\n  #endif\n  return CCFragOutput(vec4(color.rgb, 1.0));\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#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\nvarying vec2 v_uv;\n   uniform vec4 outlineParams;\nvec4 vert () {\n  StandardVertInput In;\n      In.position = vec4(a_position, 1.0);\n      In.normal = a_normal;\n      In.tangent = a_tangent;\n    #if CC_USE_MORPH\n      applyMorph(In);\n    #endif\n    #if CC_USE_SKINNING\n      CCSkin(In);\n    #endif\n  mat4 matWorld;\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  float width = outlineParams.x * 0.001;\n  #if USE_POSITION_SCALING\n    vec3 dir = normalize(In.position.xyz);\n    float flip = dot(dir, normalize(In.normal)) < 0.0 ? -1.0 : 1.0;\n    In.position.xyz += flip * dir * width * 2.0;\n    vec4 pos = cc_matProj * (cc_matView * matWorld) * In.position;\n  #else\n    In.position.xyz += normalize(In.normal) * width;\n    vec4 pos = cc_matProj * (cc_matView * matWorld) * In.position;\n  #endif\n  pos.z -= outlineParams.y * 0.002;\n  v_uv = a_texCoord;\n  return pos;\n}\nvoid main() { gl_Position = vert(); }",
        "frag": "\nprecision highp float;\nuniform mediump vec4 cc_exposure;\n  uniform mediump vec4 cc_mainLitColor;\nvec3 SRGBToLinear (vec3 gamma) {\n  return gamma * gamma;\n}\nvec4 CCFragOutput (vec4 color) {\n  #if CC_USE_HDR\n    color.rgb = mix(color.rgb, SRGBToLinear(color.rgb) * cc_exposure.w, vec3(cc_exposure.z));\n  #endif\n  return color;\n}\nvarying vec2 v_uv;\n   uniform vec4 baseColor;\n#if USE_BASE_COLOR_MAP\n  uniform sampler2D baseColorMap;\n#endif\nvec4 frag () {\n  vec4 color = baseColor * cc_mainLitColor;\n  #if USE_BASE_COLOR_MAP\n    vec4 texColor = texture2D(baseColorMap, v_uv);\n    texColor.rgb = SRGBToLinear(texColor.rgb);\n    color *= texColor;\n  #endif\n  return CCFragOutput(vec4(color.rgb, 1.0));\n}\nvoid main() { gl_FragColor = frag(); }"
      },
      "builtins": {
        "globals": {
          "blocks": [
            {
              "name": "CCGlobal",
              "defines": []
            },
            {
              "name": "CCCamera",
              "defines": []
            }
          ],
          "samplerTextures": []
        },
        "locals": {
          "blocks": [
            {
              "name": "CCMorph",
              "defines": [
                "CC_USE_MORPH"
              ]
            },
            {
              "name": "CCSkinningTexture",
              "defines": [
                "CC_USE_SKINNING",
                "CC_USE_BAKED_ANIMATION"
              ]
            },
            {
              "name": "CCSkinningAnimation",
              "defines": [
                "CC_USE_SKINNING",
                "CC_USE_BAKED_ANIMATION"
              ]
            },
            {
              "name": "CCSkinning",
              "defines": [
                "CC_USE_SKINNING",
                "!CC_USE_BAKED_ANIMATION"
              ]
            },
            {
              "name": "CCLocalBatched",
              "defines": [
                "!USE_INSTANCING",
                "USE_BATCHING"
              ]
            },
            {
              "name": "CCLocal",
              "defines": [
                "!USE_INSTANCING",
                "!USE_BATCHING"
              ]
            }
          ],
          "samplerTextures": [
            {
              "name": "cc_PositionDisplacements",
              "defines": [
                "CC_USE_MORPH",
                "CC_MORPH_TARGET_HAS_POSITION"
              ]
            },
            {
              "name": "cc_NormalDisplacements",
              "defines": [
                "CC_USE_MORPH",
                "CC_MORPH_TARGET_HAS_NORMAL"
              ]
            },
            {
              "name": "cc_TangentDisplacements",
              "defines": [
                "CC_USE_MORPH",
                "CC_MORPH_TARGET_HAS_TANGENT"
              ]
            },
            {
              "name": "cc_jointTexture",
              "defines": [
                "CC_USE_SKINNING",
                "CC_USE_BAKED_ANIMATION"
              ]
            }
          ]
        },
        "statistics": {
          "CC_EFFECT_USED_VERTEX_UNIFORM_VECTORS": 195,
          "CC_EFFECT_USED_FRAGMENT_UNIFORM_VECTORS": 38
        }
      },
      "defines": [
        {
          "name": "CC_USE_MORPH",
          "type": "boolean",
          "defines": []
        },
        {
          "name": "CC_MORPH_TARGET_COUNT",
          "type": "number",
          "defines": [
            "CC_USE_MORPH"
          ],
          "range": [
            2,
            8
          ]
        },
        {
          "name": "CC_MORPH_PRECOMPUTED",
          "type": "boolean",
          "defines": [
            "CC_USE_MORPH"
          ]
        },
        {
          "name": "CC_MORPH_TARGET_HAS_POSITION",
          "type": "boolean",
          "defines": [
            "CC_USE_MORPH"
          ]
        },
        {
          "name": "CC_MORPH_TARGET_HAS_NORMAL",
          "type": "boolean",
          "defines": [
            "CC_USE_MORPH"
          ]
        },
        {
          "name": "CC_MORPH_TARGET_HAS_TANGENT",
          "type": "boolean",
          "defines": [
            "CC_USE_MORPH"
          ]
        },
        {
          "name": "CC_USE_SKINNING",
          "type": "boolean",
          "defines": []
        },
        {
          "name": "CC_USE_BAKED_ANIMATION",
          "type": "boolean",
          "defines": [
            "CC_USE_SKINNING"
          ]
        },
        {
          "name": "USE_INSTANCING",
          "type": "boolean",
          "defines": [],
          "editor": {
            "elevated": true
          }
        },
        {
          "name": "USE_BATCHING",
          "type": "boolean",
          "defines": [
            "!USE_INSTANCING"
          ],
          "editor": {
            "elevated": true
          }
        },
        {
          "name": "USE_LIGHTMAP",
          "type": "boolean",
          "defines": [
            "USE_INSTANCING"
          ]
        },
        {
          "name": "USE_POSITION_SCALING",
          "type": "boolean",
          "defines": []
        },
        {
          "name": "CC_USE_HDR",
          "type": "boolean",
          "defines": []
        },
        {
          "name": "USE_BASE_COLOR_MAP",
          "type": "boolean",
          "defines": []
        }
      ],
      "blocks": [
        {
          "name": "OutlineVert",
          "members": [
            {
              "name": "outlineParams",
              "type": 16,
              "count": 1
            }
          ],
          "defines": [],
          "stageFlags": 1,
          "binding": 0
        },
        {
          "name": "OutlineFrag",
          "members": [
            {
              "name": "baseColor",
              "type": 16,
              "count": 1
            }
          ],
          "defines": [],
          "stageFlags": 16,
          "binding": 1
        }
      ],
      "samplerTextures": [
        {
          "name": "baseColorMap",
          "type": 28,
          "count": 1,
          "defines": [
            "USE_BASE_COLOR_MAP"
          ],
          "stageFlags": 16,
          "binding": 2
        }
      ],
      "attributes": [
        {
          "name": "a_position",
          "type": 15,
          "count": 1,
          "defines": [],
          "stageFlags": 1,
          "format": 32,
          "location": 0
        },
        {
          "name": "a_normal",
          "type": 15,
          "count": 1,
          "defines": [],
          "stageFlags": 1,
          "format": 32,
          "location": 1
        },
        {
          "name": "a_texCoord",
          "type": 14,
          "count": 1,
          "defines": [],
          "stageFlags": 1,
          "format": 21,
          "location": 2
        },
        {
          "name": "a_tangent",
          "type": 16,
          "count": 1,
          "defines": [],
          "stageFlags": 1,
          "format": 44,
          "location": 3
        },
        {
          "name": "a_vertexId",
          "type": 13,
          "count": 1,
          "defines": [
            "CC_USE_MORPH"
          ],
          "stageFlags": 1,
          "format": 11,
          "location": 6
        },
        {
          "name": "a_joints",
          "type": "u32vec4",
          "count": 1,
          "defines": [
            "CC_USE_SKINNING"
          ],
          "stageFlags": 1,
          "location": 4
        },
        {
          "name": "a_weights",
          "type": 16,
          "count": 1,
          "defines": [
            "CC_USE_SKINNING"
          ],
          "stageFlags": 1,
          "format": 44,
          "location": 5
        },
        {
          "name": "a_jointAnimInfo",
          "type": 16,
          "count": 1,
          "defines": [
            "CC_USE_SKINNING",
            "CC_USE_BAKED_ANIMATION",
            "USE_INSTANCING"
          ],
          "stageFlags": 1,
          "format": 44,
          "isInstanced": true,
          "location": 7
        },
        {
          "name": "a_matWorld0",
          "type": 16,
          "count": 1,
          "defines": [
            "USE_INSTANCING"
          ],
          "stageFlags": 1,
          "format": 44,
          "isInstanced": true,
          "location": 8
        },
        {
          "name": "a_matWorld1",
          "type": 16,
          "count": 1,
          "defines": [
            "USE_INSTANCING"
          ],
          "stageFlags": 1,
          "format": 44,
          "isInstanced": true,
          "location": 9
        },
        {
          "name": "a_matWorld2",
          "type": 16,
          "count": 1,
          "defines": [
            "USE_INSTANCING"
          ],
          "stageFlags": 1,
          "format": 44,
          "isInstanced": true,
          "location": 10
        },
        {
          "name": "a_lightingMapUVParam",
          "type": 16,
          "count": 1,
          "defines": [
            "USE_INSTANCING",
            "USE_LIGHTMAP"
          ],
          "stageFlags": 1,
          "format": 44,
          "isInstanced": true,
          "location": 11
        },
        {
          "name": "a_dyn_batch_id",
          "type": 13,
          "count": 1,
          "defines": [
            "!USE_INSTANCING",
            "USE_BATCHING"
          ],
          "stageFlags": 1,
          "format": 11,
          "location": 12
        }
      ],
      "varyings": [
        {
          "name": "v_uv",
          "type": 14,
          "count": 1,
          "defines": [],
          "stageFlags": 1,
          "location": 0
        }
      ],
      "name": "builtin-toon|outline-vs:vert|outline-fs:frag"
    },
    {
      "hash": 3090173087,
      "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 = 6) 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 = 7) 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 = 8) 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 = 5) 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};\n#if USE_INSTANCING\n  layout(location = 8) in vec4 a_matWorld0;\n  layout(location = 9) in vec4 a_matWorld1;\n  layout(location = 10) in vec4 a_matWorld2;\n  #if USE_LIGHTMAP\n    layout(location = 11) in vec4 a_lightingMapUVParam;\n  #endif\n#elif USE_BATCHING\n  layout(location = 12) in float a_dyn_batch_id;\n  layout(set = 2, binding = 0) uniform CCLocalBatched {\n    highp mat4 cc_matWorlds[10];\n  };\n#else\n  layout(set = 2, binding = 0) uniform CCLocal {\n    highp mat4 cc_matWorld;\n    highp mat4 cc_matWorldIT;\n    highp vec4 cc_lightingMapUVParam;\n  };\n#endif\nlayout(set = 1, binding = 0) uniform Constants {\n  vec4 tilingOffset;\n  vec4 baseColor;\n  vec4 colorScaleAndCutoff;\n  vec4 shadeColor1;\n  vec4 shadeColor2;\n  vec4 specular;\n  vec4 shadeParams;\n  vec4 emissive;\n  vec4 emissiveScaleAndStrenth;\n};\nlayout(location = 0) out highp vec4 v_shadowPos;\nlayout(set = 0, binding = 2) uniform CCShadow {\n  highp mat4 cc_matLightPlaneProj;\n  highp mat4 cc_matLightView;\n  highp mat4 cc_matLightViewProj;\n  highp vec4 cc_shadowInvProjDepthInfo;\n  highp vec4 cc_shadowProjDepthInfo;\n  highp vec4 cc_shadowProjInfo;\n  lowp  vec4 cc_shadowNFLSInfo;\n  lowp  vec4 cc_shadowWHPBInfo;\n  lowp  vec4 cc_shadowLPNNInfo;\n  lowp  vec4 cc_shadowColor;\n};\n#if CC_RECEIVE_SHADOW\n  layout(set = 0, binding = 3) uniform sampler2D cc_shadowMap;\n  layout(set = 0, binding = 5) uniform sampler2D cc_spotLightingMap;\n#endif\nlayout(location = 1) out vec3 v_position;\nlayout(location = 2) out vec2 v_uv;\nlayout(location = 3) out vec3 v_normal;\n#if USE_NORMAL_MAP\n  layout(location = 4) out vec3 v_tangent;\n  layout(location = 5) out vec3 v_bitangent;\n#endif\nvec4 vert () {\n  StandardVertInput In;\n      In.position = vec4(a_position, 1.0);\n      In.normal = a_normal;\n      In.tangent = a_tangent;\n    #if CC_USE_MORPH\n      applyMorph(In);\n    #endif\n    #if CC_USE_SKINNING\n      CCSkin(In);\n    #endif\n  mat4 matWorld, matWorldIT;\n    #if USE_INSTANCING\n      matWorld = mat4(\n        vec4(a_matWorld0.xyz, 0.0),\n        vec4(a_matWorld1.xyz, 0.0),\n        vec4(a_matWorld2.xyz, 0.0),\n        vec4(a_matWorld0.w, a_matWorld1.w, a_matWorld2.w, 1.0)\n      );\n      matWorldIT = matWorld;\n    #elif USE_BATCHING\n      matWorld = cc_matWorlds[int(a_dyn_batch_id)];\n      matWorldIT = matWorld;\n    #else\n      matWorld = cc_matWorld;\n      matWorldIT = cc_matWorldIT;\n    #endif\n  vec4 pos = matWorld * In.position;\n  v_position = pos.xyz;\n  v_uv = a_texCoord * tilingOffset.xy + tilingOffset.zw;\n  v_normal = (matWorldIT * vec4(In.normal, 0.0)).xyz;\n  #if USE_NORMAL_MAP\n    v_tangent = normalize((matWorld * vec4(In.tangent.xyz, 0.0)).xyz);\n    v_bitangent = cross(v_normal, v_tangent) * In.tangent.w;\n  #endif\n  v_shadowPos = cc_matLightViewProj * pos;\n  return cc_matProj * (cc_matView * matWorld) * In.position;\n}\nvoid main() { gl_Position = vert(); }",
        "frag": "\nprecision highp float;\nlayout(set = 0, binding = 0) uniform CCGlobal {\n  highp   vec4 cc_time;\n  mediump vec4 cc_screenSize;\n  mediump vec4 cc_nativeSize;\n};\nlayout(set = 0, binding = 1) uniform CCCamera {\n  highp   mat4 cc_matView;\n  highp   mat4 cc_matViewInv;\n  highp   mat4 cc_matProj;\n  highp   mat4 cc_matProjInv;\n  highp   mat4 cc_matViewProj;\n  highp   mat4 cc_matViewProjInv;\n  highp   vec4 cc_cameraPos;\n  mediump vec4 cc_screenScale;\n  mediump vec4 cc_exposure;\n  mediump vec4 cc_mainLitDir;\n  mediump vec4 cc_mainLitColor;\n  mediump vec4 cc_ambientSky;\n  mediump vec4 cc_ambientGround;\n  mediump vec4 cc_fogColor;\n  mediump vec4 cc_fogBase;\n  mediump vec4 cc_fogAdd;\n};\nstruct ToonSurface {\n  vec4 baseColor;\n  vec4 specular;\n  vec3 position;\n  vec3 normal;\n  vec3 shade1;\n  vec3 shade2;\n  vec3 emissive;\n  float baseStep;\n  float baseFeather;\n  float shadeStep;\n  float shadeFeather;\n};\n#if CC_FORWARD_ADD\n  #if CC_PIPELINE_TYPE == 0\n  # define LIGHTS_PER_PASS 1\n  #else\n  # define LIGHTS_PER_PASS 10\n  #endif\n  layout(set = 2, binding = 1) uniform CCForwardLight {\n    highp vec4 cc_lightPos[LIGHTS_PER_PASS];\n    vec4 cc_lightColor[LIGHTS_PER_PASS];\n    vec4 cc_lightSizeRangeAngle[LIGHTS_PER_PASS];\n    vec4 cc_lightDir[LIGHTS_PER_PASS];\n  };\n  float SmoothDistAtt (float distSqr, float invSqrAttRadius) {\n    float factor = distSqr * invSqrAttRadius;\n    float smoothFactor = clamp(1.0 - factor * factor, 0.0, 1.0);\n    return smoothFactor * smoothFactor;\n  }\n  float GetDistAtt (float distSqr, float invSqrAttRadius) {\n    float attenuation = 1.0 / max(distSqr, 0.01*0.01);\n    attenuation *= SmoothDistAtt(distSqr , invSqrAttRadius);\n    return attenuation;\n  }\n  float GetAngleAtt (vec3 L, vec3 litDir, float litAngleScale, float litAngleOffset) {\n    float cd = dot(litDir, L);\n    float attenuation = clamp(cd * litAngleScale + litAngleOffset, 0.0, 1.0);\n    return (attenuation * attenuation);\n  }\n  vec4 CCToonShading (ToonSurface s) {\n    vec3 V = normalize(cc_cameraPos.xyz - s.position);\n    vec3 N = normalize(s.normal);\n    float specularWeight = 1.0 - pow(s.specular.a, 5.0);\n    vec3 finalColor = vec3(0.0);\n    for (int i = 0; i < LIGHTS_PER_PASS; i++) {\n      vec3 SLU = cc_lightPos[i].xyz - s.position;\n      vec3 SL = normalize(SLU);\n      vec3 SH = normalize(SL + V);\n      float SNL = 0.5 * dot(N, SL) + 0.5;\n      float SNH = 0.5 * dot(N, SH) + 0.5;\n      float distSqr = dot(SLU, SLU);\n      float litRadius = cc_lightSizeRangeAngle[i].x;\n      float litRadiusSqr = litRadius * litRadius;\n      float illum = litRadiusSqr / max(litRadiusSqr , distSqr);\n      float attRadiusSqrInv = 1.0 / max(cc_lightSizeRangeAngle[i].y, 0.01);\n      attRadiusSqrInv *= attRadiusSqrInv;\n      float att = GetDistAtt(distSqr, attRadiusSqrInv);\n      vec3 diffuse = mix(s.shade1, s.shade2,\n        clamp(1.0 + (s.shadeStep - s.shadeFeather - SNL) / s.shadeFeather, 0.0, 1.0));\n      diffuse = mix(s.baseColor.rgb, diffuse,\n        clamp(1.0 + (s.baseStep - s.baseFeather - SNL) / s.baseFeather, 0.0, 1.0));\n      float specularMask = step(specularWeight, SNH);\n      vec3 specular = s.specular.rgb * specularMask;\n      if (cc_lightPos[i].w > 0.0) {\n        float cosInner = max(dot(-cc_lightDir[i].xyz, SL), 0.01);\n        float cosOuter = cc_lightSizeRangeAngle[i].z;\n        float litAngleScale = 1.0 / max(0.001, cosInner - cosOuter);\n        float litAngleOffset = -cosOuter * litAngleScale;\n        att *= GetAngleAtt(SL, -cc_lightDir[i].xyz, litAngleScale, litAngleOffset);\n      }\n      finalColor += SNL * cc_lightColor[i].rgb * cc_lightColor[i].a * illum * att * s.baseStep * (diffuse + specular);\n    }\n    return vec4(finalColor, 0.0);\n  }\n#else\n  #if CC_RECEIVE_SHADOW\n    layout(location = 0) in highp vec4 v_shadowPos;\n    layout(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      lowp  vec4 cc_shadowNFLSInfo;\n      lowp  vec4 cc_shadowWHPBInfo;\n      lowp  vec4 cc_shadowLPNNInfo;\n      lowp  vec4 cc_shadowColor;\n    };\n    #if CC_RECEIVE_SHADOW\n      layout(set = 0, binding = 3) uniform sampler2D cc_shadowMap;\n      layout(set = 0, binding = 5) uniform sampler2D cc_spotLightingMap;\n      vec4 ApplyShadowDepthBias_FaceNormal(vec4 shadowPos, vec3 worldNormal)\n      {\n        vec4 newShadowPos = shadowPos;\n        if(cc_shadowLPNNInfo.z > 0.0001)\n        {\n          vec4 viewNormal = cc_matLightView * vec4(worldNormal, 0.0);\n          if(viewNormal.z < 0.1)\n            newShadowPos.xy += viewNormal.xy * cc_shadowProjInfo.xy * cc_shadowLPNNInfo.z * clamp(viewNormal.z, 0.001, 0.1);\n        }\n        return newShadowPos;\n      }\n      vec4 ApplyShadowDepthBias_Orthographic(vec4 shadowPos, float viewspaceDepthBias)\n      {\n        float coeffA = cc_shadowProjDepthInfo.x;\n        float coeffB = cc_shadowProjDepthInfo.y;\n        float viewSpacePos_z = (shadowPos.z - coeffB) / coeffA;\n        viewSpacePos_z += viewspaceDepthBias;\n        vec4 result = shadowPos;\n        result.z = viewSpacePos_z * coeffA + coeffB;\n        return result;\n      }\n      float CCGetShadowFactorHard (vec4 shadowPos) {\n        vec4 clipPosNew = ApplyShadowDepthBias_Orthographic(shadowPos, cc_shadowWHPBInfo.w);\n        vec3 clipPos = clipPosNew.xyz / clipPosNew.w * 0.5 + 0.5;\n        if (clipPos.x < 0.0 || clipPos.x > 1.0 ||\n            clipPos.y < 0.0 || clipPos.y > 1.0 ||\n            clipPos.z < 0.0 || clipPos.z > 1.0) { return 1.0; }\n        clipPos.xy = cc_cameraPos.w == 1.0 ? vec2(clipPos.xy.x, 1.0 - clipPos.xy.y) : clipPos.xy;\n        float shadow = 0.0;\n        float closestDepth = 0.0;\n        if (cc_shadowLPNNInfo.y > 0.000001) {\n          closestDepth = dot(texture(cc_shadowMap, clipPos.xy), vec4(1.0, 1.0 / 255.0, 1.0 / 65025.0, 1.0 / 16581375.0));\n        } else {\n          closestDepth = texture(cc_shadowMap, clipPos.xy).x;\n        }\n        shadow = step(clipPos.z, closestDepth);\n        return shadow;\n      }\n      float CCGetShadowFactorSoft (vec4 shadowPos) {\n        vec4 clipPosNew = ApplyShadowDepthBias_Orthographic(shadowPos, cc_shadowWHPBInfo.w);\n        vec3 clipPos = clipPosNew.xyz / clipPosNew.w * 0.5 + 0.5;\n        if (clipPos.x < 0.0 || clipPos.x > 1.0 ||\n            clipPos.y < 0.0 || clipPos.y > 1.0 ||\n            clipPos.z < 0.0 || clipPos.z > 1.0) { return 1.0; }\n        clipPos.xy = cc_cameraPos.w == 1.0 ? vec2(clipPos.xy.x, 1.0 - clipPos.xy.y) : clipPos.xy;\n        float offsetDepth = clipPos.z;\n        vec2 mapSize = cc_shadowWHPBInfo.xy;\n        vec2 oneTap = 1.0 / mapSize;\n        vec2 clipPos_offset = clipPos.xy + oneTap;\n        float block0, block1, block2, block3;\n        if (cc_shadowLPNNInfo.y > 0.000001) {\n          block0 = step(offsetDepth, dot(texture(cc_shadowMap, vec2(clipPos.x, clipPos.y)), vec4(1.0, 1.0 / 255.0, 1.0 / 65025.0, 1.0 / 16581375.0)));\n          block1 = step(offsetDepth, dot(texture(cc_shadowMap, vec2(clipPos_offset.x, clipPos.y)), vec4(1.0, 1.0 / 255.0, 1.0 / 65025.0, 1.0 / 16581375.0)));\n          block2 = step(offsetDepth, dot(texture(cc_shadowMap, vec2(clipPos.x, clipPos_offset.y)), vec4(1.0, 1.0 / 255.0, 1.0 / 65025.0, 1.0 / 16581375.0)));\n          block3 = step(offsetDepth, dot(texture(cc_shadowMap, vec2(clipPos_offset.x, clipPos_offset.y)), vec4(1.0, 1.0 / 255.0, 1.0 / 65025.0, 1.0 / 16581375.0)));\n        } else {\n          block0 = step(offsetDepth, texture(cc_shadowMap, vec2(clipPos.x, clipPos.y)).x);\n          block1 = step(offsetDepth, texture(cc_shadowMap, vec2(clipPos_offset.x, clipPos.y)).x);\n          block2 = step(offsetDepth, texture(cc_shadowMap, vec2(clipPos.x, clipPos_offset.y)).x);\n          block3 = step(offsetDepth, texture(cc_shadowMap, vec2(clipPos_offset.x, clipPos_offset.y)).x);\n        }\n        float coefX   = mod(clipPos.x, oneTap.x) * mapSize.x;\n        float resultX = mix(block0, block1, coefX);\n        float resultY = mix(block2, block3, coefX);\n        float coefY   = mod(clipPos.y, oneTap.y) * mapSize.y;\n        return mix(resultX, resultY, coefY);\n      }\n      float CCGetShadowFactorSoft2X (vec4 shadowPos) {\n        vec4 clipPosNew = ApplyShadowDepthBias_Orthographic(shadowPos, cc_shadowWHPBInfo.w);\n        vec3 clipPos = clipPosNew.xyz / clipPosNew.w * 0.5 + 0.5;\n        if (clipPos.x < 0.0 || clipPos.x > 1.0 ||\n            clipPos.y < 0.0 || clipPos.y > 1.0 ||\n            clipPos.z < 0.0 || clipPos.z > 1.0) { return 1.0; }\n        clipPos.xy = cc_cameraPos.w == 1.0 ? vec2(clipPos.xy.x, 1.0 - clipPos.xy.y) : clipPos.xy;\n        float offsetDepth = clipPos.z;\n        vec2 mapSize = cc_shadowWHPBInfo.xy;\n        vec2 oneTap = 1.0 / mapSize;\n        float clipPos_offset_L = clipPos.x - oneTap.x;\n        float clipPos_offset_R = clipPos.x + oneTap.x;\n        float clipPos_offset_U = clipPos.y - oneTap.y;\n        float clipPos_offset_D = clipPos.y + oneTap.y;\n        float block0, block1, block2, block3, block4, block5, block6, block7, block8;\n        if (cc_shadowLPNNInfo.y > 0.000001) {\n          block0 = step(offsetDepth, dot(texture(cc_shadowMap, vec2(clipPos_offset_L, clipPos_offset_U)), vec4(1.0, 1.0 / 255.0, 1.0 / 65025.0, 1.0 / 16581375.0)));\n          block1 = step(offsetDepth, dot(texture(cc_shadowMap, vec2(clipPos.x, clipPos_offset_U)), vec4(1.0, 1.0 / 255.0, 1.0 / 65025.0, 1.0 / 16581375.0)));\n          block2 = step(offsetDepth, dot(texture(cc_shadowMap, vec2(clipPos_offset_R, clipPos_offset_U)), vec4(1.0, 1.0 / 255.0, 1.0 / 65025.0, 1.0 / 16581375.0)));\n          block3 = step(offsetDepth, dot(texture(cc_shadowMap, vec2(clipPos_offset_L, clipPos.y)), vec4(1.0, 1.0 / 255.0, 1.0 / 65025.0, 1.0 / 16581375.0)));\n          block4 = step(offsetDepth, dot(texture(cc_shadowMap, vec2(clipPos.x, clipPos.y)), vec4(1.0, 1.0 / 255.0, 1.0 / 65025.0, 1.0 / 16581375.0)));\n          block5 = step(offsetDepth, dot(texture(cc_shadowMap, vec2(clipPos_offset_R, clipPos.y)), vec4(1.0, 1.0 / 255.0, 1.0 / 65025.0, 1.0 / 16581375.0)));\n          block6 = step(offsetDepth, dot(texture(cc_shadowMap, vec2(clipPos_offset_L, clipPos_offset_D)), vec4(1.0, 1.0 / 255.0, 1.0 / 65025.0, 1.0 / 16581375.0)));\n          block7 = step(offsetDepth, dot(texture(cc_shadowMap, vec2(clipPos.x, clipPos_offset_D)), vec4(1.0, 1.0 / 255.0, 1.0 / 65025.0, 1.0 / 16581375.0)));\n          block8 = step(offsetDepth, dot(texture(cc_shadowMap, vec2(clipPos_offset_R, clipPos_offset_D)), vec4(1.0, 1.0 / 255.0, 1.0 / 65025.0, 1.0 / 16581375.0)));\n        } else {\n          block0 = step(offsetDepth, texture(cc_shadowMap, vec2(clipPos_offset_L, clipPos_offset_U)).x);\n          block1 = step(offsetDepth, texture(cc_shadowMap, vec2(clipPos.x, clipPos_offset_U)).x);\n          block2 = step(offsetDepth, texture(cc_shadowMap, vec2(clipPos_offset_R, clipPos_offset_U)).x);\n          block3 = step(offsetDepth, texture(cc_shadowMap, vec2(clipPos_offset_L, clipPos.y)).x);\n          block4 = step(offsetDepth, texture(cc_shadowMap, vec2(clipPos.x, clipPos.y)).x);\n          block5 = step(offsetDepth, texture(cc_shadowMap, vec2(clipPos_offset_R, clipPos.y)).x);\n          block6 = step(offsetDepth, texture(cc_shadowMap, vec2(clipPos_offset_L, clipPos_offset_D)).x);\n          block7 = step(offsetDepth, texture(cc_shadowMap, vec2(clipPos.x, clipPos_offset_D)).x);\n          block8 = step(offsetDepth, texture(cc_shadowMap, vec2(clipPos_offset_R, clipPos_offset_D)).x);\n        }\n        float coefX = mod(clipPos.x, oneTap.x) * mapSize.x;\n        float coefY = mod(clipPos.y, oneTap.y) * mapSize.y;\n        float shadow = 0.0;\n        float resultX = mix(block0, block1, coefX);\n        float resultY = mix(block3, block4, coefX);\n        shadow += mix(resultX , resultY, coefY);\n        resultX = mix(block1, block2, coefX);\n        resultY = mix(block4, block5, coefX);\n        shadow += mix(resultX , resultY, coefY);\n        resultX = mix(block3, block4, coefX);\n        resultY = mix(block6, block7, coefX);\n        shadow += mix(resultX, resultY, coefY);\n        resultX = mix(block4, block5, coefX);\n        resultY = mix(block7, block8, coefX);\n        shadow += mix(resultX, resultY, coefY);\n        return shadow * 0.25;\n      }\n    #endif\n  #endif\n  vec4 CCToonShading (ToonSurface s) {\n    vec3 V = normalize(cc_cameraPos.xyz - s.position);\n    vec3 N = normalize(s.normal);\n    vec3 L = normalize(-cc_mainLitDir.xyz);\n    float NL = 0.5 * dot(N, L) + 0.5;\n    float NH = 0.5 * dot(normalize(V + L), N) + 0.5;\n    vec3 lightColor = cc_mainLitColor.rgb * cc_mainLitColor.w * s.baseStep;\n    vec3 diffuse = mix(s.shade1, s.shade2,\n      clamp(1.0 + (s.shadeStep - s.shadeFeather - NL) / s.shadeFeather, 0.0, 1.0));\n    diffuse = mix(s.baseColor.rgb, diffuse,\n      clamp(1.0 + (s.baseStep - s.baseFeather - NL) / s.baseFeather, 0.0, 1.0));\n    float specularWeight = 1.0 - pow(s.specular.a, 5.0);\n    float specularMask = step(specularWeight, NH);\n    vec3 specular = s.specular.rgb * specularMask;\n    vec3 dirlightContrib = diffuse + specular;\n    float shadow = 1.0;\n    #if CC_RECEIVE_SHADOW\n      NL = max(dot(N, L), 0.0);\n      if (NL > 0.0) {\n                {\n                  vec4 pos = ApplyShadowDepthBias_FaceNormal(v_shadowPos, N);\n                  float pcf = cc_shadowWHPBInfo.z;\n                  if (pcf > 1.9) shadow = CCGetShadowFactorSoft2X(pos);\n                  else if (pcf > 0.9) shadow = CCGetShadowFactorSoft(pos);\n                  else shadow = CCGetShadowFactorHard(pos);\n                  shadow = mix(shadow, 1.0, cc_shadowNFLSInfo.w);\n                }\n      }\n    #endif\n    dirlightContrib *= shadow;\n    vec3 finalColor = lightColor * dirlightContrib;\n    #if CC_USE_HDR\n      s.emissive *= cc_exposure.w;\n    #endif\n    finalColor += s.emissive;\n    return vec4(finalColor, s.baseColor.a);\n  }\n#endif\nlayout(set = 1, binding = 0) uniform Constants {\n  vec4 tilingOffset;\n  vec4 baseColor;\n  vec4 colorScaleAndCutoff;\n  vec4 shadeColor1;\n  vec4 shadeColor2;\n  vec4 specular;\n  vec4 shadeParams;\n  vec4 emissive;\n  vec4 emissiveScaleAndStrenth;\n};\nvec3 ACESToneMap (vec3 color) {\n  color = min(color, vec3(8.0));\n  const float A = 2.51;\n  const float B = 0.03;\n  const float C = 2.43;\n  const float D = 0.59;\n  const float E = 0.14;\n  return (color * (A * color + B)) / (color * (C * color + D) + E);\n}\nvec3 SRGBToLinear (vec3 gamma) {\n  return gamma * gamma;\n}\nvec4 CCFragOutput (vec4 color) {\n  #if !CC_USE_HDR\n    color.rgb = sqrt(ACESToneMap(color.rgb));\n  #endif\n  return color;\n}\nlayout(location = 1) in vec3 v_position;\nlayout(location = 2) in vec2 v_uv;\n#if USE_BASE_COLOR_MAP\n  layout(set = 1, binding = 1) uniform sampler2D baseColorMap;\n#endif\nlayout(location = 3) in vec3 v_normal;\n#if USE_NORMAL_MAP\n  layout(location = 4) in vec3 v_tangent;\n  layout(location = 5) in vec3 v_bitangent;\n  layout(set = 1, binding = 2) uniform sampler2D normalMap;\n#endif\n#if USE_1ST_SHADE_MAP\n  layout(set = 1, binding = 3) uniform sampler2D shadeMap1;\n#endif\n#if USE_2ND_SHADE_MAP\n  layout(set = 1, binding = 4) uniform sampler2D shadeMap2;\n#endif\n#if USE_SPECULAR_MAP\n  layout(set = 1, binding = 5) uniform sampler2D specularMap;\n#endif\n#if USE_EMISSIVE_MAP\n  layout(set = 1, binding = 6) uniform sampler2D emissiveMap;\n#endif\n#if USE_ALPHA_TEST\n#endif\nvoid surf (out ToonSurface s) {\n  s.shade2 = shadeColor2.rgb * colorScaleAndCutoff.rgb;\n  #if USE_2ND_SHADE_MAP\n    s.shade2 *= SRGBToLinear(texture(shadeMap2, v_uv).rgb);\n  #endif\n  s.shade1 = shadeColor1.rgb * colorScaleAndCutoff.rgb;\n  #if USE_1ST_SHADE_MAP\n    s.shade1 *= SRGBToLinear(texture(shadeMap1, v_uv).rgb);\n    #if SHADE_MAP_1_AS_SHADE_MAP_2\n      s.shade2 *= s.shade1.rgb;\n    #endif\n  #endif\n  vec4 baseColor = baseColor;\n  #if USE_BASE_COLOR_MAP\n    vec4 baseColorMap = texture(baseColorMap, v_uv);\n    baseColorMap.rgb = SRGBToLinear(baseColorMap.rgb);\n    baseColor *= baseColorMap;\n    #if BASE_COLOR_MAP_AS_SHADE_MAP_1\n      s.shade1 *= baseColorMap.rgb;\n    #endif\n    #if BASE_COLOR_MAP_AS_SHADE_MAP_2\n      s.shade2 *= baseColorMap.rgb;\n    #endif\n  #endif\n  s.baseColor = baseColor;\n  s.baseColor.rgb *= colorScaleAndCutoff.xyz;\n  #if USE_ALPHA_TEST\n    if (s.baseColor.ALPHA_TEST_CHANNEL < colorScaleAndCutoff.w) discard;\n  #endif\n  s.normal = v_normal;\n  #if USE_NORMAL_MAP\n    vec3 nmmp = texture(normalMap, v_uv).xyz - vec3(0.5);\n    s.normal =\n      (nmmp.x * emissiveScaleAndStrenth.w) * normalize(v_tangent) +\n      (nmmp.y * emissiveScaleAndStrenth.w) * normalize(v_bitangent) +\n      nmmp.z * normalize(s.normal);\n  #endif\n  s.position = v_position;\n  s.specular = specular;\n  #if USE_SPECULAR_MAP\n    s.specular.rgb *= SRGBToLinear(texture(specularMap, v_uv).rgb);\n  #endif\n  s.emissive = emissive.rgb * emissiveScaleAndStrenth.xyz;\n  #if USE_EMISSIVE_MAP\n    s.emissive *= SRGBToLinear(texture(emissiveMap, v_uv).rgb);\n  #endif\n  s.baseStep = shadeParams.x;\n  s.baseFeather = shadeParams.y;\n  s.shadeStep = shadeParams.z;\n  s.shadeFeather = shadeParams.w;\n}\nvec4 frag () {\n  ToonSurface s; surf(s);\n  vec4 color = CCToonShading(s);\n  return CCFragOutput(color);\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};\n#if USE_INSTANCING\n  in vec4 a_matWorld0;\n  in vec4 a_matWorld1;\n  in vec4 a_matWorld2;\n  #if USE_LIGHTMAP\n    in vec4 a_lightingMapUVParam;\n  #endif\n#elif USE_BATCHING\n  in float a_dyn_batch_id;\n  layout(std140) uniform CCLocalBatched {\n    highp mat4 cc_matWorlds[10];\n  };\n#else\n  layout(std140) uniform CCLocal {\n    highp mat4 cc_matWorld;\n    highp mat4 cc_matWorldIT;\n    highp vec4 cc_lightingMapUVParam;\n  };\n#endif\nlayout(std140) uniform Constants {\n  vec4 tilingOffset;\n  vec4 baseColor;\n  vec4 colorScaleAndCutoff;\n  vec4 shadeColor1;\n  vec4 shadeColor2;\n  vec4 specular;\n  vec4 shadeParams;\n  vec4 emissive;\n  vec4 emissiveScaleAndStrenth;\n};\nout highp vec4 v_shadowPos;\nlayout(std140) uniform CCShadow {\n  highp mat4 cc_matLightPlaneProj;\n  highp mat4 cc_matLightView;\n  highp mat4 cc_matLightViewProj;\n  highp vec4 cc_shadowInvProjDepthInfo;\n  highp vec4 cc_shadowProjDepthInfo;\n  highp vec4 cc_shadowProjInfo;\n  lowp  vec4 cc_shadowNFLSInfo;\n  lowp  vec4 cc_shadowWHPBInfo;\n  lowp  vec4 cc_shadowLPNNInfo;\n  lowp  vec4 cc_shadowColor;\n};\n#if CC_RECEIVE_SHADOW\n  uniform sampler2D cc_shadowMap;\n  uniform sampler2D cc_spotLightingMap;\n#endif\nout vec3 v_position;\nout vec2 v_uv;\nout vec3 v_normal;\n#if USE_NORMAL_MAP\n  out vec3 v_tangent;\n  out vec3 v_bitangent;\n#endif\nvec4 vert () {\n  StandardVertInput In;\n      In.position = vec4(a_position, 1.0);\n      In.normal = a_normal;\n      In.tangent = a_tangent;\n    #if CC_USE_MORPH\n      applyMorph(In);\n    #endif\n    #if CC_USE_SKINNING\n      CCSkin(In);\n    #endif\n  mat4 matWorld, matWorldIT;\n    #if USE_INSTANCING\n      matWorld = mat4(\n        vec4(a_matWorld0.xyz, 0.0),\n        vec4(a_matWorld1.xyz, 0.0),\n        vec4(a_matWorld2.xyz, 0.0),\n        vec4(a_matWorld0.w, a_matWorld1.w, a_matWorld2.w, 1.0)\n      );\n      matWorldIT = matWorld;\n    #elif USE_BATCHING\n      matWorld = cc_matWorlds[int(a_dyn_batch_id)];\n      matWorldIT = matWorld;\n    #else\n      matWorld = cc_matWorld;\n      matWorldIT = cc_matWorldIT;\n    #endif\n  vec4 pos = matWorld * In.position;\n  v_position = pos.xyz;\n  v_uv = a_texCoord * tilingOffset.xy + tilingOffset.zw;\n  v_normal = (matWorldIT * vec4(In.normal, 0.0)).xyz;\n  #if USE_NORMAL_MAP\n    v_tangent = normalize((matWorld * vec4(In.tangent.xyz, 0.0)).xyz);\n    v_bitangent = cross(v_normal, v_tangent) * In.tangent.w;\n  #endif\n  v_shadowPos = cc_matLightViewProj * pos;\n  return cc_matProj * (cc_matView * matWorld) * In.position;\n}\nvoid main() { gl_Position = vert(); }",
        "frag": "\nprecision highp float;\nlayout(std140) uniform CCGlobal {\n  highp   vec4 cc_time;\n  mediump vec4 cc_screenSize;\n  mediump vec4 cc_nativeSize;\n};\nlayout(std140) uniform CCCamera {\n  highp   mat4 cc_matView;\n  highp   mat4 cc_matViewInv;\n  highp   mat4 cc_matProj;\n  highp   mat4 cc_matProjInv;\n  highp   mat4 cc_matViewProj;\n  highp   mat4 cc_matViewProjInv;\n  highp   vec4 cc_cameraPos;\n  mediump vec4 cc_screenScale;\n  mediump vec4 cc_exposure;\n  mediump vec4 cc_mainLitDir;\n  mediump vec4 cc_mainLitColor;\n  mediump vec4 cc_ambientSky;\n  mediump vec4 cc_ambientGround;\n  mediump vec4 cc_fogColor;\n  mediump vec4 cc_fogBase;\n  mediump vec4 cc_fogAdd;\n};\nstruct ToonSurface {\n  vec4 baseColor;\n  vec4 specular;\n  vec3 position;\n  vec3 normal;\n  vec3 shade1;\n  vec3 shade2;\n  vec3 emissive;\n  float baseStep;\n  float baseFeather;\n  float shadeStep;\n  float shadeFeather;\n};\n#if CC_FORWARD_ADD\n  #if CC_PIPELINE_TYPE == 0\n  # define LIGHTS_PER_PASS 1\n  #else\n  # define LIGHTS_PER_PASS 10\n  #endif\n  layout(std140) uniform CCForwardLight {\n    highp vec4 cc_lightPos[LIGHTS_PER_PASS];\n    vec4 cc_lightColor[LIGHTS_PER_PASS];\n    vec4 cc_lightSizeRangeAngle[LIGHTS_PER_PASS];\n    vec4 cc_lightDir[LIGHTS_PER_PASS];\n  };\n  float SmoothDistAtt (float distSqr, float invSqrAttRadius) {\n    float factor = distSqr * invSqrAttRadius;\n    float smoothFactor = clamp(1.0 - factor * factor, 0.0, 1.0);\n    return smoothFactor * smoothFactor;\n  }\n  float GetDistAtt (float distSqr, float invSqrAttRadius) {\n    float attenuation = 1.0 / max(distSqr, 0.01*0.01);\n    attenuation *= SmoothDistAtt(distSqr , invSqrAttRadius);\n    return attenuation;\n  }\n  float GetAngleAtt (vec3 L, vec3 litDir, float litAngleScale, float litAngleOffset) {\n    float cd = dot(litDir, L);\n    float attenuation = clamp(cd * litAngleScale + litAngleOffset, 0.0, 1.0);\n    return (attenuation * attenuation);\n  }\n  vec4 CCToonShading (ToonSurface s) {\n    vec3 V = normalize(cc_cameraPos.xyz - s.position);\n    vec3 N = normalize(s.normal);\n    float specularWeight = 1.0 - pow(s.specular.a, 5.0);\n    vec3 finalColor = vec3(0.0);\n    for (int i = 0; i < LIGHTS_PER_PASS; i++) {\n      vec3 SLU = cc_lightPos[i].xyz - s.position;\n      vec3 SL = normalize(SLU);\n      vec3 SH = normalize(SL + V);\n      float SNL = 0.5 * dot(N, SL) + 0.5;\n      float SNH = 0.5 * dot(N, SH) + 0.5;\n      float distSqr = dot(SLU, SLU);\n      float litRadius = cc_lightSizeRangeAngle[i].x;\n      float litRadiusSqr = litRadius * litRadius;\n      float illum = litRadiusSqr / max(litRadiusSqr , distSqr);\n      float attRadiusSqrInv = 1.0 / max(cc_lightSizeRangeAngle[i].y, 0.01);\n      attRadiusSqrInv *= attRadiusSqrInv;\n      float att = GetDistAtt(distSqr, attRadiusSqrInv);\n      vec3 diffuse = mix(s.shade1, s.shade2,\n        clamp(1.0 + (s.shadeStep - s.shadeFeather - SNL) / s.shadeFeather, 0.0, 1.0));\n      diffuse = mix(s.baseColor.rgb, diffuse,\n        clamp(1.0 + (s.baseStep - s.baseFeather - SNL) / s.baseFeather, 0.0, 1.0));\n      float specularMask = step(specularWeight, SNH);\n      vec3 specular = s.specular.rgb * specularMask;\n      if (cc_lightPos[i].w > 0.0) {\n        float cosInner = max(dot(-cc_lightDir[i].xyz, SL), 0.01);\n        float cosOuter = cc_lightSizeRangeAngle[i].z;\n        float litAngleScale = 1.0 / max(0.001, cosInner - cosOuter);\n        float litAngleOffset = -cosOuter * litAngleScale;\n        att *= GetAngleAtt(SL, -cc_lightDir[i].xyz, litAngleScale, litAngleOffset);\n      }\n      finalColor += SNL * cc_lightColor[i].rgb * cc_lightColor[i].a * illum * att * s.baseStep * (diffuse + specular);\n    }\n    return vec4(finalColor, 0.0);\n  }\n#else\n  #if CC_RECEIVE_SHADOW\n    in highp vec4 v_shadowPos;\n    layout(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      lowp  vec4 cc_shadowNFLSInfo;\n      lowp  vec4 cc_shadowWHPBInfo;\n      lowp  vec4 cc_shadowLPNNInfo;\n      lowp  vec4 cc_shadowColor;\n    };\n    #if CC_RECEIVE_SHADOW\n      uniform sampler2D cc_shadowMap;\n      uniform sampler2D cc_spotLightingMap;\n      vec4 ApplyShadowDepthBias_FaceNormal(vec4 shadowPos, vec3 worldNormal)\n      {\n        vec4 newShadowPos = shadowPos;\n        if(cc_shadowLPNNInfo.z > 0.0001)\n        {\n          vec4 viewNormal = cc_matLightView * vec4(worldNormal, 0.0);\n          if(viewNormal.z < 0.1)\n            newShadowPos.xy += viewNormal.xy * cc_shadowProjInfo.xy * cc_shadowLPNNInfo.z * clamp(viewNormal.z, 0.001, 0.1);\n        }\n        return newShadowPos;\n      }\n      vec4 ApplyShadowDepthBias_Orthographic(vec4 shadowPos, float viewspaceDepthBias)\n      {\n        float coeffA = cc_shadowProjDepthInfo.x;\n        float coeffB = cc_shadowProjDepthInfo.y;\n        float viewSpacePos_z = (shadowPos.z - coeffB) / coeffA;\n        viewSpacePos_z += viewspaceDepthBias;\n        vec4 result = shadowPos;\n        result.z = viewSpacePos_z * coeffA + coeffB;\n        return result;\n      }\n      float CCGetShadowFactorHard (vec4 shadowPos) {\n        vec4 clipPosNew = ApplyShadowDepthBias_Orthographic(shadowPos, cc_shadowWHPBInfo.w);\n        vec3 clipPos = clipPosNew.xyz / clipPosNew.w * 0.5 + 0.5;\n        if (clipPos.x < 0.0 || clipPos.x > 1.0 ||\n            clipPos.y < 0.0 || clipPos.y > 1.0 ||\n            clipPos.z < 0.0 || clipPos.z > 1.0) { return 1.0; }\n        clipPos.xy = cc_cameraPos.w == 1.0 ? vec2(clipPos.xy.x, 1.0 - clipPos.xy.y) : clipPos.xy;\n        float shadow = 0.0;\n        float closestDepth = 0.0;\n        if (cc_shadowLPNNInfo.y > 0.000001) {\n          closestDepth = dot(texture(cc_shadowMap, clipPos.xy), vec4(1.0, 1.0 / 255.0, 1.0 / 65025.0, 1.0 / 16581375.0));\n        } else {\n          closestDepth = texture(cc_shadowMap, clipPos.xy).x;\n        }\n        shadow = step(clipPos.z, closestDepth);\n        return shadow;\n      }\n      float CCGetShadowFactorSoft (vec4 shadowPos) {\n        vec4 clipPosNew = ApplyShadowDepthBias_Orthographic(shadowPos, cc_shadowWHPBInfo.w);\n        vec3 clipPos = clipPosNew.xyz / clipPosNew.w * 0.5 + 0.5;\n        if (clipPos.x < 0.0 || clipPos.x > 1.0 ||\n            clipPos.y < 0.0 || clipPos.y > 1.0 ||\n            clipPos.z < 0.0 || clipPos.z > 1.0) { return 1.0; }\n        clipPos.xy = cc_cameraPos.w == 1.0 ? vec2(clipPos.xy.x, 1.0 - clipPos.xy.y) : clipPos.xy;\n        float offsetDepth = clipPos.z;\n        vec2 mapSize = cc_shadowWHPBInfo.xy;\n        vec2 oneTap = 1.0 / mapSize;\n        vec2 clipPos_offset = clipPos.xy + oneTap;\n        float block0, block1, block2, block3;\n        if (cc_shadowLPNNInfo.y > 0.000001) {\n          block0 = step(offsetDepth, dot(texture(cc_shadowMap, vec2(clipPos.x, clipPos.y)), vec4(1.0, 1.0 / 255.0, 1.0 / 65025.0, 1.0 / 16581375.0)));\n          block1 = step(offsetDepth, dot(texture(cc_shadowMap, vec2(clipPos_offset.x, clipPos.y)), vec4(1.0, 1.0 / 255.0, 1.0 / 65025.0, 1.0 / 16581375.0)));\n          block2 = step(offsetDepth, dot(texture(cc_shadowMap, vec2(clipPos.x, clipPos_offset.y)), vec4(1.0, 1.0 / 255.0, 1.0 / 65025.0, 1.0 / 16581375.0)));\n          block3 = step(offsetDepth, dot(texture(cc_shadowMap, vec2(clipPos_offset.x, clipPos_offset.y)), vec4(1.0, 1.0 / 255.0, 1.0 / 65025.0, 1.0 / 16581375.0)));\n        } else {\n          block0 = step(offsetDepth, texture(cc_shadowMap, vec2(clipPos.x, clipPos.y)).x);\n          block1 = step(offsetDepth, texture(cc_shadowMap, vec2(clipPos_offset.x, clipPos.y)).x);\n          block2 = step(offsetDepth, texture(cc_shadowMap, vec2(clipPos.x, clipPos_offset.y)).x);\n          block3 = step(offsetDepth, texture(cc_shadowMap, vec2(clipPos_offset.x, clipPos_offset.y)).x);\n        }\n        float coefX   = mod(clipPos.x, oneTap.x) * mapSize.x;\n        float resultX = mix(block0, block1, coefX);\n        float resultY = mix(block2, block3, coefX);\n        float coefY   = mod(clipPos.y, oneTap.y) * mapSize.y;\n        return mix(resultX, resultY, coefY);\n      }\n      float CCGetShadowFactorSoft2X (vec4 shadowPos) {\n        vec4 clipPosNew = ApplyShadowDepthBias_Orthographic(shadowPos, cc_shadowWHPBInfo.w);\n        vec3 clipPos = clipPosNew.xyz / clipPosNew.w * 0.5 + 0.5;\n        if (clipPos.x < 0.0 || clipPos.x > 1.0 ||\n            clipPos.y < 0.0 || clipPos.y > 1.0 ||\n            clipPos.z < 0.0 || clipPos.z > 1.0) { return 1.0; }\n        clipPos.xy = cc_cameraPos.w == 1.0 ? vec2(clipPos.xy.x, 1.0 - clipPos.xy.y) : clipPos.xy;\n        float offsetDepth = clipPos.z;\n        vec2 mapSize = cc_shadowWHPBInfo.xy;\n        vec2 oneTap = 1.0 / mapSize;\n        float clipPos_offset_L = clipPos.x - oneTap.x;\n        float clipPos_offset_R = clipPos.x + oneTap.x;\n        float clipPos_offset_U = clipPos.y - oneTap.y;\n        float clipPos_offset_D = clipPos.y + oneTap.y;\n        float block0, block1, block2, block3, block4, block5, block6, block7, block8;\n        if (cc_shadowLPNNInfo.y > 0.000001) {\n          block0 = step(offsetDepth, dot(texture(cc_shadowMap, vec2(clipPos_offset_L, clipPos_offset_U)), vec4(1.0, 1.0 / 255.0, 1.0 / 65025.0, 1.0 / 16581375.0)));\n          block1 = step(offsetDepth, dot(texture(cc_shadowMap, vec2(clipPos.x, clipPos_offset_U)), vec4(1.0, 1.0 / 255.0, 1.0 / 65025.0, 1.0 / 16581375.0)));\n          block2 = step(offsetDepth, dot(texture(cc_shadowMap, vec2(clipPos_offset_R, clipPos_offset_U)), vec4(1.0, 1.0 / 255.0, 1.0 / 65025.0, 1.0 / 16581375.0)));\n          block3 = step(offsetDepth, dot(texture(cc_shadowMap, vec2(clipPos_offset_L, clipPos.y)), vec4(1.0, 1.0 / 255.0, 1.0 / 65025.0, 1.0 / 16581375.0)));\n          block4 = step(offsetDepth, dot(texture(cc_shadowMap, vec2(clipPos.x, clipPos.y)), vec4(1.0, 1.0 / 255.0, 1.0 / 65025.0, 1.0 / 16581375.0)));\n          block5 = step(offsetDepth, dot(texture(cc_shadowMap, vec2(clipPos_offset_R, clipPos.y)), vec4(1.0, 1.0 / 255.0, 1.0 / 65025.0, 1.0 / 16581375.0)));\n          block6 = step(offsetDepth, dot(texture(cc_shadowMap, vec2(clipPos_offset_L, clipPos_offset_D)), vec4(1.0, 1.0 / 255.0, 1.0 / 65025.0, 1.0 / 16581375.0)));\n          block7 = step(offsetDepth, dot(texture(cc_shadowMap, vec2(clipPos.x, clipPos_offset_D)), vec4(1.0, 1.0 / 255.0, 1.0 / 65025.0, 1.0 / 16581375.0)));\n          block8 = step(offsetDepth, dot(texture(cc_shadowMap, vec2(clipPos_offset_R, clipPos_offset_D)), vec4(1.0, 1.0 / 255.0, 1.0 / 65025.0, 1.0 / 16581375.0)));\n        } else {\n          block0 = step(offsetDepth, texture(cc_shadowMap, vec2(clipPos_offset_L, clipPos_offset_U)).x);\n          block1 = step(offsetDepth, texture(cc_shadowMap, vec2(clipPos.x, clipPos_offset_U)).x);\n          block2 = step(offsetDepth, texture(cc_shadowMap, vec2(clipPos_offset_R, clipPos_offset_U)).x);\n          block3 = step(offsetDepth, texture(cc_shadowMap, vec2(clipPos_offset_L, clipPos.y)).x);\n          block4 = step(offsetDepth, texture(cc_shadowMap, vec2(clipPos.x, clipPos.y)).x);\n          block5 = step(offsetDepth, texture(cc_shadowMap, vec2(clipPos_offset_R, clipPos.y)).x);\n          block6 = step(offsetDepth, texture(cc_shadowMap, vec2(clipPos_offset_L, clipPos_offset_D)).x);\n          block7 = step(offsetDepth, texture(cc_shadowMap, vec2(clipPos.x, clipPos_offset_D)).x);\n          block8 = step(offsetDepth, texture(cc_shadowMap, vec2(clipPos_offset_R, clipPos_offset_D)).x);\n        }\n        float coefX = mod(clipPos.x, oneTap.x) * mapSize.x;\n        float coefY = mod(clipPos.y, oneTap.y) * mapSize.y;\n        float shadow = 0.0;\n        float resultX = mix(block0, block1, coefX);\n        float resultY = mix(block3, block4, coefX);\n        shadow += mix(resultX , resultY, coefY);\n        resultX = mix(block1, block2, coefX);\n        resultY = mix(block4, block5, coefX);\n        shadow += mix(resultX , resultY, coefY);\n        resultX = mix(block3, block4, coefX);\n        resultY = mix(block6, block7, coefX);\n        shadow += mix(resultX, resultY, coefY);\n        resultX = mix(block4, block5, coefX);\n        resultY = mix(block7, block8, coefX);\n        shadow += mix(resultX, resultY, coefY);\n        return shadow * 0.25;\n      }\n    #endif\n  #endif\n  vec4 CCToonShading (ToonSurface s) {\n    vec3 V = normalize(cc_cameraPos.xyz - s.position);\n    vec3 N = normalize(s.normal);\n    vec3 L = normalize(-cc_mainLitDir.xyz);\n    float NL = 0.5 * dot(N, L) + 0.5;\n    float NH = 0.5 * dot(normalize(V + L), N) + 0.5;\n    vec3 lightColor = cc_mainLitColor.rgb * cc_mainLitColor.w * s.baseStep;\n    vec3 diffuse = mix(s.shade1, s.shade2,\n      clamp(1.0 + (s.shadeStep - s.shadeFeather - NL) / s.shadeFeather, 0.0, 1.0));\n    diffuse = mix(s.baseColor.rgb, diffuse,\n      clamp(1.0 + (s.baseStep - s.baseFeather - NL) / s.baseFeather, 0.0, 1.0));\n    float specularWeight = 1.0 - pow(s.specular.a, 5.0);\n    float specularMask = step(specularWeight, NH);\n    vec3 specular = s.specular.rgb * specularMask;\n    vec3 dirlightContrib = diffuse + specular;\n    float shadow = 1.0;\n    #if CC_RECEIVE_SHADOW\n      NL = max(dot(N, L), 0.0);\n      if (NL > 0.0) {\n                {\n                  vec4 pos = ApplyShadowDepthBias_FaceNormal(v_shadowPos, N);\n                  float pcf = cc_shadowWHPBInfo.z;\n                  if (pcf > 1.9) shadow = CCGetShadowFactorSoft2X(pos);\n                  else if (pcf > 0.9) shadow = CCGetShadowFactorSoft(pos);\n                  else shadow = CCGetShadowFactorHard(pos);\n                  shadow = mix(shadow, 1.0, cc_shadowNFLSInfo.w);\n                }\n      }\n    #endif\n    dirlightContrib *= shadow;\n    vec3 finalColor = lightColor * dirlightContrib;\n    #if CC_USE_HDR\n      s.emissive *= cc_exposure.w;\n    #endif\n    finalColor += s.emissive;\n    return vec4(finalColor, s.baseColor.a);\n  }\n#endif\nlayout(std140) uniform Constants {\n  vec4 tilingOffset;\n  vec4 baseColor;\n  vec4 colorScaleAndCutoff;\n  vec4 shadeColor1;\n  vec4 shadeColor2;\n  vec4 specular;\n  vec4 shadeParams;\n  vec4 emissive;\n  vec4 emissiveScaleAndStrenth;\n};\nvec3 ACESToneMap (vec3 color) {\n  color = min(color, vec3(8.0));\n  const float A = 2.51;\n  const float B = 0.03;\n  const float C = 2.43;\n  const float D = 0.59;\n  const float E = 0.14;\n  return (color * (A * color + B)) / (color * (C * color + D) + E);\n}\nvec3 SRGBToLinear (vec3 gamma) {\n  return gamma * gamma;\n}\nvec4 CCFragOutput (vec4 color) {\n  #if !CC_USE_HDR\n    color.rgb = sqrt(ACESToneMap(color.rgb));\n  #endif\n  return color;\n}\nin vec3 v_position;\nin vec2 v_uv;\n#if USE_BASE_COLOR_MAP\n  uniform sampler2D baseColorMap;\n#endif\nin vec3 v_normal;\n#if USE_NORMAL_MAP\n  in vec3 v_tangent;\n  in vec3 v_bitangent;\n  uniform sampler2D normalMap;\n#endif\n#if USE_1ST_SHADE_MAP\n  uniform sampler2D shadeMap1;\n#endif\n#if USE_2ND_SHADE_MAP\n  uniform sampler2D shadeMap2;\n#endif\n#if USE_SPECULAR_MAP\n  uniform sampler2D specularMap;\n#endif\n#if USE_EMISSIVE_MAP\n  uniform sampler2D emissiveMap;\n#endif\n#if USE_ALPHA_TEST\n#endif\nvoid surf (out ToonSurface s) {\n  s.shade2 = shadeColor2.rgb * colorScaleAndCutoff.rgb;\n  #if USE_2ND_SHADE_MAP\n    s.shade2 *= SRGBToLinear(texture(shadeMap2, v_uv).rgb);\n  #endif\n  s.shade1 = shadeColor1.rgb * colorScaleAndCutoff.rgb;\n  #if USE_1ST_SHADE_MAP\n    s.shade1 *= SRGBToLinear(texture(shadeMap1, v_uv).rgb);\n    #if SHADE_MAP_1_AS_SHADE_MAP_2\n      s.shade2 *= s.shade1.rgb;\n    #endif\n  #endif\n  vec4 baseColor = baseColor;\n  #if USE_BASE_COLOR_MAP\n    vec4 baseColorMap = texture(baseColorMap, v_uv);\n    baseColorMap.rgb = SRGBToLinear(baseColorMap.rgb);\n    baseColor *= baseColorMap;\n    #if BASE_COLOR_MAP_AS_SHADE_MAP_1\n      s.shade1 *= baseColorMap.rgb;\n    #endif\n    #if BASE_COLOR_MAP_AS_SHADE_MAP_2\n      s.shade2 *= baseColorMap.rgb;\n    #endif\n  #endif\n  s.baseColor = baseColor;\n  s.baseColor.rgb *= colorScaleAndCutoff.xyz;\n  #if USE_ALPHA_TEST\n    if (s.baseColor.ALPHA_TEST_CHANNEL < colorScaleAndCutoff.w) discard;\n  #endif\n  s.normal = v_normal;\n  #if USE_NORMAL_MAP\n    vec3 nmmp = texture(normalMap, v_uv).xyz - vec3(0.5);\n    s.normal =\n      (nmmp.x * emissiveScaleAndStrenth.w) * normalize(v_tangent) +\n      (nmmp.y * emissiveScaleAndStrenth.w) * normalize(v_bitangent) +\n      nmmp.z * normalize(s.normal);\n  #endif\n  s.position = v_position;\n  s.specular = specular;\n  #if USE_SPECULAR_MAP\n    s.specular.rgb *= SRGBToLinear(texture(specularMap, v_uv).rgb);\n  #endif\n  s.emissive = emissive.rgb * emissiveScaleAndStrenth.xyz;\n  #if USE_EMISSIVE_MAP\n    s.emissive *= SRGBToLinear(texture(emissiveMap, v_uv).rgb);\n  #endif\n  s.baseStep = shadeParams.x;\n  s.baseFeather = shadeParams.y;\n  s.shadeStep = shadeParams.z;\n  s.shadeFeather = shadeParams.w;\n}\nvec4 frag () {\n  ToonSurface s; surf(s);\n  vec4 color = CCToonShading(s);\n  return CCFragOutput(color);\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#if USE_INSTANCING\n  attribute vec4 a_matWorld0;\n  attribute vec4 a_matWorld1;\n  attribute vec4 a_matWorld2;\n  #if USE_LIGHTMAP\n    attribute vec4 a_lightingMapUVParam;\n  #endif\n#elif USE_BATCHING\n  attribute float a_dyn_batch_id;\n  uniform highp mat4 cc_matWorlds[10];\n#else\n  uniform highp mat4 cc_matWorld;\n  uniform highp mat4 cc_matWorldIT;\n#endif\n      uniform vec4 tilingOffset;\nvarying highp vec4 v_shadowPos;\nuniform highp mat4 cc_matLightViewProj;\n#if CC_RECEIVE_SHADOW\n  uniform sampler2D cc_shadowMap;\n  uniform sampler2D cc_spotLightingMap;\n#endif\nvarying vec3 v_position;\nvarying vec2 v_uv;\nvarying vec3 v_normal;\n#if USE_NORMAL_MAP\n  varying vec3 v_tangent;\n  varying vec3 v_bitangent;\n#endif\nvec4 vert () {\n  StandardVertInput In;\n      In.position = vec4(a_position, 1.0);\n      In.normal = a_normal;\n      In.tangent = a_tangent;\n    #if CC_USE_MORPH\n      applyMorph(In);\n    #endif\n    #if CC_USE_SKINNING\n      CCSkin(In);\n    #endif\n  mat4 matWorld, matWorldIT;\n    #if USE_INSTANCING\n      matWorld = mat4(\n        vec4(a_matWorld0.xyz, 0.0),\n        vec4(a_matWorld1.xyz, 0.0),\n        vec4(a_matWorld2.xyz, 0.0),\n        vec4(a_matWorld0.w, a_matWorld1.w, a_matWorld2.w, 1.0)\n      );\n      matWorldIT = matWorld;\n    #elif USE_BATCHING\n      matWorld = cc_matWorlds[int(a_dyn_batch_id)];\n      matWorldIT = matWorld;\n    #else\n      matWorld = cc_matWorld;\n      matWorldIT = cc_matWorldIT;\n    #endif\n  vec4 pos = matWorld * In.position;\n  v_position = pos.xyz;\n  v_uv = a_texCoord * tilingOffset.xy + tilingOffset.zw;\n  v_normal = (matWorldIT * vec4(In.normal, 0.0)).xyz;\n  #if USE_NORMAL_MAP\n    v_tangent = normalize((matWorld * vec4(In.tangent.xyz, 0.0)).xyz);\n    v_bitangent = cross(v_normal, v_tangent) * In.tangent.w;\n  #endif\n  v_shadowPos = cc_matLightViewProj * pos;\n  return cc_matProj * (cc_matView * matWorld) * In.position;\n}\nvoid main() { gl_Position = vert(); }",
        "frag": "\nprecision highp float;\nuniform highp vec4 cc_cameraPos;\n  uniform mediump vec4 cc_exposure;\n  uniform mediump vec4 cc_mainLitDir;\n  uniform mediump vec4 cc_mainLitColor;\nstruct ToonSurface {\n  vec4 baseColor;\n  vec4 specular;\n  vec3 position;\n  vec3 normal;\n  vec3 shade1;\n  vec3 shade2;\n  vec3 emissive;\n  float baseStep;\n  float baseFeather;\n  float shadeStep;\n  float shadeFeather;\n};\n#if CC_FORWARD_ADD\n  #if CC_PIPELINE_TYPE == 0\n  # define LIGHTS_PER_PASS 1\n  #else\n  # define LIGHTS_PER_PASS 10\n  #endif\n  uniform highp vec4 cc_lightPos[LIGHTS_PER_PASS];\n  uniform vec4 cc_lightColor[LIGHTS_PER_PASS];\n  uniform vec4 cc_lightSizeRangeAngle[LIGHTS_PER_PASS];\n  uniform vec4 cc_lightDir[LIGHTS_PER_PASS];\n  float SmoothDistAtt (float distSqr, float invSqrAttRadius) {\n    float factor = distSqr * invSqrAttRadius;\n    float smoothFactor = clamp(1.0 - factor * factor, 0.0, 1.0);\n    return smoothFactor * smoothFactor;\n  }\n  float GetDistAtt (float distSqr, float invSqrAttRadius) {\n    float attenuation = 1.0 / max(distSqr, 0.01*0.01);\n    attenuation *= SmoothDistAtt(distSqr , invSqrAttRadius);\n    return attenuation;\n  }\n  float GetAngleAtt (vec3 L, vec3 litDir, float litAngleScale, float litAngleOffset) {\n    float cd = dot(litDir, L);\n    float attenuation = clamp(cd * litAngleScale + litAngleOffset, 0.0, 1.0);\n    return (attenuation * attenuation);\n  }\n  vec4 CCToonShading (ToonSurface s) {\n    vec3 V = normalize(cc_cameraPos.xyz - s.position);\n    vec3 N = normalize(s.normal);\n    float specularWeight = 1.0 - pow(s.specular.a, 5.0);\n    vec3 finalColor = vec3(0.0);\n    for (int i = 0; i < LIGHTS_PER_PASS; i++) {\n      vec3 SLU = cc_lightPos[i].xyz - s.position;\n      vec3 SL = normalize(SLU);\n      vec3 SH = normalize(SL + V);\n      float SNL = 0.5 * dot(N, SL) + 0.5;\n      float SNH = 0.5 * dot(N, SH) + 0.5;\n      float distSqr = dot(SLU, SLU);\n      float litRadius = cc_lightSizeRangeAngle[i].x;\n      float litRadiusSqr = litRadius * litRadius;\n      float illum = litRadiusSqr / max(litRadiusSqr , distSqr);\n      float attRadiusSqrInv = 1.0 / max(cc_lightSizeRangeAngle[i].y, 0.01);\n      attRadiusSqrInv *= attRadiusSqrInv;\n      float att = GetDistAtt(distSqr, attRadiusSqrInv);\n      vec3 diffuse = mix(s.shade1, s.shade2,\n        clamp(1.0 + (s.shadeStep - s.shadeFeather - SNL) / s.shadeFeather, 0.0, 1.0));\n      diffuse = mix(s.baseColor.rgb, diffuse,\n        clamp(1.0 + (s.baseStep - s.baseFeather - SNL) / s.baseFeather, 0.0, 1.0));\n      float specularMask = step(specularWeight, SNH);\n      vec3 specular = s.specular.rgb * specularMask;\n      if (cc_lightPos[i].w > 0.0) {\n        float cosInner = max(dot(-cc_lightDir[i].xyz, SL), 0.01);\n        float cosOuter = cc_lightSizeRangeAngle[i].z;\n        float litAngleScale = 1.0 / max(0.001, cosInner - cosOuter);\n        float litAngleOffset = -cosOuter * litAngleScale;\n        att *= GetAngleAtt(SL, -cc_lightDir[i].xyz, litAngleScale, litAngleOffset);\n      }\n      finalColor += SNL * cc_lightColor[i].rgb * cc_lightColor[i].a * illum * att * s.baseStep * (diffuse + specular);\n    }\n    return vec4(finalColor, 0.0);\n  }\n#else\n  #if CC_RECEIVE_SHADOW\n    varying highp vec4 v_shadowPos;\n    uniform highp mat4 cc_matLightView;\n  uniform highp vec4 cc_shadowProjDepthInfo;\n  uniform highp vec4 cc_shadowProjInfo;\n  uniform lowp vec4 cc_shadowNFLSInfo;\n  uniform lowp vec4 cc_shadowWHPBInfo;\n  uniform lowp vec4 cc_shadowLPNNInfo;\n    #if CC_RECEIVE_SHADOW\n      uniform sampler2D cc_shadowMap;\n      uniform sampler2D cc_spotLightingMap;\n      vec4 ApplyShadowDepthBias_FaceNormal(vec4 shadowPos, vec3 worldNormal)\n      {\n        vec4 newShadowPos = shadowPos;\n        if(cc_shadowLPNNInfo.z > 0.0001)\n        {\n          vec4 viewNormal = cc_matLightView * vec4(worldNormal, 0.0);\n          if(viewNormal.z < 0.1)\n            newShadowPos.xy += viewNormal.xy * cc_shadowProjInfo.xy * cc_shadowLPNNInfo.z * clamp(viewNormal.z, 0.001, 0.1);\n        }\n        return newShadowPos;\n      }\n      vec4 ApplyShadowDepthBias_Orthographic(vec4 shadowPos, float viewspaceDepthBias)\n      {\n        float coeffA = cc_shadowProjDepthInfo.x;\n        float coeffB = cc_shadowProjDepthInfo.y;\n        float viewSpacePos_z = (shadowPos.z - coeffB) / coeffA;\n        viewSpacePos_z += viewspaceDepthBias;\n        vec4 result = shadowPos;\n        result.z = viewSpacePos_z * coeffA + coeffB;\n        return result;\n      }\n      float CCGetShadowFactorHard (vec4 shadowPos) {\n        vec4 clipPosNew = ApplyShadowDepthBias_Orthographic(shadowPos, cc_shadowWHPBInfo.w);\n        vec3 clipPos = clipPosNew.xyz / clipPosNew.w * 0.5 + 0.5;\n        if (clipPos.x < 0.0 || clipPos.x > 1.0 ||\n            clipPos.y < 0.0 || clipPos.y > 1.0 ||\n            clipPos.z < 0.0 || clipPos.z > 1.0) { return 1.0; }\n        clipPos.xy = cc_cameraPos.w == 1.0 ? vec2(clipPos.xy.x, 1.0 - clipPos.xy.y) : clipPos.xy;\n        float shadow = 0.0;\n        float closestDepth = 0.0;\n        if (cc_shadowLPNNInfo.y > 0.000001) {\n          closestDepth = dot(texture2D(cc_shadowMap, clipPos.xy), vec4(1.0, 1.0 / 255.0, 1.0 / 65025.0, 1.0 / 16581375.0));\n        } else {\n          closestDepth = texture2D(cc_shadowMap, clipPos.xy).x;\n        }\n        shadow = step(clipPos.z, closestDepth);\n        return shadow;\n      }\n      float CCGetShadowFactorSoft (vec4 shadowPos) {\n        vec4 clipPosNew = ApplyShadowDepthBias_Orthographic(shadowPos, cc_shadowWHPBInfo.w);\n        vec3 clipPos = clipPosNew.xyz / clipPosNew.w * 0.5 + 0.5;\n        if (clipPos.x < 0.0 || clipPos.x > 1.0 ||\n            clipPos.y < 0.0 || clipPos.y > 1.0 ||\n            clipPos.z < 0.0 || clipPos.z > 1.0) { return 1.0; }\n        clipPos.xy = cc_cameraPos.w == 1.0 ? vec2(clipPos.xy.x, 1.0 - clipPos.xy.y) : clipPos.xy;\n        float offsetDepth = clipPos.z;\n        vec2 mapSize = cc_shadowWHPBInfo.xy;\n        vec2 oneTap = 1.0 / mapSize;\n        vec2 clipPos_offset = clipPos.xy + oneTap;\n        float block0, block1, block2, block3;\n        if (cc_shadowLPNNInfo.y > 0.000001) {\n          block0 = step(offsetDepth, dot(texture2D(cc_shadowMap, vec2(clipPos.x, clipPos.y)), vec4(1.0, 1.0 / 255.0, 1.0 / 65025.0, 1.0 / 16581375.0)));\n          block1 = step(offsetDepth, dot(texture2D(cc_shadowMap, vec2(clipPos_offset.x, clipPos.y)), vec4(1.0, 1.0 / 255.0, 1.0 / 65025.0, 1.0 / 16581375.0)));\n          block2 = step(offsetDepth, dot(texture2D(cc_shadowMap, vec2(clipPos.x, clipPos_offset.y)), vec4(1.0, 1.0 / 255.0, 1.0 / 65025.0, 1.0 / 16581375.0)));\n          block3 = step(offsetDepth, dot(texture2D(cc_shadowMap, vec2(clipPos_offset.x, clipPos_offset.y)), vec4(1.0, 1.0 / 255.0, 1.0 / 65025.0, 1.0 / 16581375.0)));\n        } else {\n          block0 = step(offsetDepth, texture2D(cc_shadowMap, vec2(clipPos.x, clipPos.y)).x);\n          block1 = step(offsetDepth, texture2D(cc_shadowMap, vec2(clipPos_offset.x, clipPos.y)).x);\n          block2 = step(offsetDepth, texture2D(cc_shadowMap, vec2(clipPos.x, clipPos_offset.y)).x);\n          block3 = step(offsetDepth, texture2D(cc_shadowMap, vec2(clipPos_offset.x, clipPos_offset.y)).x);\n        }\n        float coefX   = mod(clipPos.x, oneTap.x) * mapSize.x;\n        float resultX = mix(block0, block1, coefX);\n        float resultY = mix(block2, block3, coefX);\n        float coefY   = mod(clipPos.y, oneTap.y) * mapSize.y;\n        return mix(resultX, resultY, coefY);\n      }\n      float CCGetShadowFactorSoft2X (vec4 shadowPos) {\n        vec4 clipPosNew = ApplyShadowDepthBias_Orthographic(shadowPos, cc_shadowWHPBInfo.w);\n        vec3 clipPos = clipPosNew.xyz / clipPosNew.w * 0.5 + 0.5;\n        if (clipPos.x < 0.0 || clipPos.x > 1.0 ||\n            clipPos.y < 0.0 || clipPos.y > 1.0 ||\n            clipPos.z < 0.0 || clipPos.z > 1.0) { return 1.0; }\n        clipPos.xy = cc_cameraPos.w == 1.0 ? vec2(clipPos.xy.x, 1.0 - clipPos.xy.y) : clipPos.xy;\n        float offsetDepth = clipPos.z;\n        vec2 mapSize = cc_shadowWHPBInfo.xy;\n        vec2 oneTap = 1.0 / mapSize;\n        float clipPos_offset_L = clipPos.x - oneTap.x;\n        float clipPos_offset_R = clipPos.x + oneTap.x;\n        float clipPos_offset_U = clipPos.y - oneTap.y;\n        float clipPos_offset_D = clipPos.y + oneTap.y;\n        float block0, block1, block2, block3, block4, block5, block6, block7, block8;\n        if (cc_shadowLPNNInfo.y > 0.000001) {\n          block0 = step(offsetDepth, dot(texture2D(cc_shadowMap, vec2(clipPos_offset_L, clipPos_offset_U)), vec4(1.0, 1.0 / 255.0, 1.0 / 65025.0, 1.0 / 16581375.0)));\n          block1 = step(offsetDepth, dot(texture2D(cc_shadowMap, vec2(clipPos.x, clipPos_offset_U)), vec4(1.0, 1.0 / 255.0, 1.0 / 65025.0, 1.0 / 16581375.0)));\n          block2 = step(offsetDepth, dot(texture2D(cc_shadowMap, vec2(clipPos_offset_R, clipPos_offset_U)), vec4(1.0, 1.0 / 255.0, 1.0 / 65025.0, 1.0 / 16581375.0)));\n          block3 = step(offsetDepth, dot(texture2D(cc_shadowMap, vec2(clipPos_offset_L, clipPos.y)), vec4(1.0, 1.0 / 255.0, 1.0 / 65025.0, 1.0 / 16581375.0)));\n          block4 = step(offsetDepth, dot(texture2D(cc_shadowMap, vec2(clipPos.x, clipPos.y)), vec4(1.0, 1.0 / 255.0, 1.0 / 65025.0, 1.0 / 16581375.0)));\n          block5 = step(offsetDepth, dot(texture2D(cc_shadowMap, vec2(clipPos_offset_R, clipPos.y)), vec4(1.0, 1.0 / 255.0, 1.0 / 65025.0, 1.0 / 16581375.0)));\n          block6 = step(offsetDepth, dot(texture2D(cc_shadowMap, vec2(clipPos_offset_L, clipPos_offset_D)), vec4(1.0, 1.0 / 255.0, 1.0 / 65025.0, 1.0 / 16581375.0)));\n          block7 = step(offsetDepth, dot(texture2D(cc_shadowMap, vec2(clipPos.x, clipPos_offset_D)), vec4(1.0, 1.0 / 255.0, 1.0 / 65025.0, 1.0 / 16581375.0)));\n          block8 = step(offsetDepth, dot(texture2D(cc_shadowMap, vec2(clipPos_offset_R, clipPos_offset_D)), vec4(1.0, 1.0 / 255.0, 1.0 / 65025.0, 1.0 / 16581375.0)));\n        } else {\n          block0 = step(offsetDepth, texture2D(cc_shadowMap, vec2(clipPos_offset_L, clipPos_offset_U)).x);\n          block1 = step(offsetDepth, texture2D(cc_shadowMap, vec2(clipPos.x, clipPos_offset_U)).x);\n          block2 = step(offsetDepth, texture2D(cc_shadowMap, vec2(clipPos_offset_R, clipPos_offset_U)).x);\n          block3 = step(offsetDepth, texture2D(cc_shadowMap, vec2(clipPos_offset_L, clipPos.y)).x);\n          block4 = step(offsetDepth, texture2D(cc_shadowMap, vec2(clipPos.x, clipPos.y)).x);\n          block5 = step(offsetDepth, texture2D(cc_shadowMap, vec2(clipPos_offset_R, clipPos.y)).x);\n          block6 = step(offsetDepth, texture2D(cc_shadowMap, vec2(clipPos_offset_L, clipPos_offset_D)).x);\n          block7 = step(offsetDepth, texture2D(cc_shadowMap, vec2(clipPos.x, clipPos_offset_D)).x);\n          block8 = step(offsetDepth, texture2D(cc_shadowMap, vec2(clipPos_offset_R, clipPos_offset_D)).x);\n        }\n        float coefX = mod(clipPos.x, oneTap.x) * mapSize.x;\n        float coefY = mod(clipPos.y, oneTap.y) * mapSize.y;\n        float shadow = 0.0;\n        float resultX = mix(block0, block1, coefX);\n        float resultY = mix(block3, block4, coefX);\n        shadow += mix(resultX , resultY, coefY);\n        resultX = mix(block1, block2, coefX);\n        resultY = mix(block4, block5, coefX);\n        shadow += mix(resultX , resultY, coefY);\n        resultX = mix(block3, block4, coefX);\n        resultY = mix(block6, block7, coefX);\n        shadow += mix(resultX, resultY, coefY);\n        resultX = mix(block4, block5, coefX);\n        resultY = mix(block7, block8, coefX);\n        shadow += mix(resultX, resultY, coefY);\n        return shadow * 0.25;\n      }\n    #endif\n  #endif\n  vec4 CCToonShading (ToonSurface s) {\n    vec3 V = normalize(cc_cameraPos.xyz - s.position);\n    vec3 N = normalize(s.normal);\n    vec3 L = normalize(-cc_mainLitDir.xyz);\n    float NL = 0.5 * dot(N, L) + 0.5;\n    float NH = 0.5 * dot(normalize(V + L), N) + 0.5;\n    vec3 lightColor = cc_mainLitColor.rgb * cc_mainLitColor.w * s.baseStep;\n    vec3 diffuse = mix(s.shade1, s.shade2,\n      clamp(1.0 + (s.shadeStep - s.shadeFeather - NL) / s.shadeFeather, 0.0, 1.0));\n    diffuse = mix(s.baseColor.rgb, diffuse,\n      clamp(1.0 + (s.baseStep - s.baseFeather - NL) / s.baseFeather, 0.0, 1.0));\n    float specularWeight = 1.0 - pow(s.specular.a, 5.0);\n    float specularMask = step(specularWeight, NH);\n    vec3 specular = s.specular.rgb * specularMask;\n    vec3 dirlightContrib = diffuse + specular;\n    float shadow = 1.0;\n    #if CC_RECEIVE_SHADOW\n      NL = max(dot(N, L), 0.0);\n      if (NL > 0.0) {\n                {\n                  vec4 pos = ApplyShadowDepthBias_FaceNormal(v_shadowPos, N);\n                  float pcf = cc_shadowWHPBInfo.z;\n                  if (pcf > 1.9) shadow = CCGetShadowFactorSoft2X(pos);\n                  else if (pcf > 0.9) shadow = CCGetShadowFactorSoft(pos);\n                  else shadow = CCGetShadowFactorHard(pos);\n                  shadow = mix(shadow, 1.0, cc_shadowNFLSInfo.w);\n                }\n      }\n    #endif\n    dirlightContrib *= shadow;\n    vec3 finalColor = lightColor * dirlightContrib;\n    #if CC_USE_HDR\n      s.emissive *= cc_exposure.w;\n    #endif\n    finalColor += s.emissive;\n    return vec4(finalColor, s.baseColor.a);\n  }\n#endif\n    uniform vec4 baseColor;\n    uniform vec4 colorScaleAndCutoff;\n    uniform vec4 shadeColor1;\n    uniform vec4 shadeColor2;\n    uniform vec4 specular;\n    uniform vec4 shadeParams;\n    uniform vec4 emissive;\n    uniform vec4 emissiveScaleAndStrenth;\nvec3 ACESToneMap (vec3 color) {\n  color = min(color, vec3(8.0));\n  const float A = 2.51;\n  const float B = 0.03;\n  const float C = 2.43;\n  const float D = 0.59;\n  const float E = 0.14;\n  return (color * (A * color + B)) / (color * (C * color + D) + E);\n}\nvec3 SRGBToLinear (vec3 gamma) {\n  return gamma * gamma;\n}\nvec4 CCFragOutput (vec4 color) {\n  #if !CC_USE_HDR\n    color.rgb = sqrt(ACESToneMap(color.rgb));\n  #endif\n  return color;\n}\nvarying vec3 v_position;\nvarying vec2 v_uv;\n#if USE_BASE_COLOR_MAP\n  uniform sampler2D baseColorMap;\n#endif\nvarying vec3 v_normal;\n#if USE_NORMAL_MAP\n  varying vec3 v_tangent;\n  varying vec3 v_bitangent;\n  uniform sampler2D normalMap;\n#endif\n#if USE_1ST_SHADE_MAP\n  uniform sampler2D shadeMap1;\n#endif\n#if USE_2ND_SHADE_MAP\n  uniform sampler2D shadeMap2;\n#endif\n#if USE_SPECULAR_MAP\n  uniform sampler2D specularMap;\n#endif\n#if USE_EMISSIVE_MAP\n  uniform sampler2D emissiveMap;\n#endif\n#if USE_ALPHA_TEST\n#endif\nvoid surf (out ToonSurface s) {\n  s.shade2 = shadeColor2.rgb * colorScaleAndCutoff.rgb;\n  #if USE_2ND_SHADE_MAP\n    s.shade2 *= SRGBToLinear(texture2D(shadeMap2, v_uv).rgb);\n  #endif\n  s.shade1 = shadeColor1.rgb * colorScaleAndCutoff.rgb;\n  #if USE_1ST_SHADE_MAP\n    s.shade1 *= SRGBToLinear(texture2D(shadeMap1, v_uv).rgb);\n    #if SHADE_MAP_1_AS_SHADE_MAP_2\n      s.shade2 *= s.shade1.rgb;\n    #endif\n  #endif\n  vec4 baseColor = baseColor;\n  #if USE_BASE_COLOR_MAP\n    vec4 baseColorMap = texture2D(baseColorMap, v_uv);\n    baseColorMap.rgb = SRGBToLinear(baseColorMap.rgb);\n    baseColor *= baseColorMap;\n    #if BASE_COLOR_MAP_AS_SHADE_MAP_1\n      s.shade1 *= baseColorMap.rgb;\n    #endif\n    #if BASE_COLOR_MAP_AS_SHADE_MAP_2\n      s.shade2 *= baseColorMap.rgb;\n    #endif\n  #endif\n  s.baseColor = baseColor;\n  s.baseColor.rgb *= colorScaleAndCutoff.xyz;\n  #if USE_ALPHA_TEST\n    if (s.baseColor.ALPHA_TEST_CHANNEL < colorScaleAndCutoff.w) discard;\n  #endif\n  s.normal = v_normal;\n  #if USE_NORMAL_MAP\n    vec3 nmmp = texture2D(normalMap, v_uv).xyz - vec3(0.5);\n    s.normal =\n      (nmmp.x * emissiveScaleAndStrenth.w) * normalize(v_tangent) +\n      (nmmp.y * emissiveScaleAndStrenth.w) * normalize(v_bitangent) +\n      nmmp.z * normalize(s.normal);\n  #endif\n  s.position = v_position;\n  s.specular = specular;\n  #if USE_SPECULAR_MAP\n    s.specular.rgb *= SRGBToLinear(texture2D(specularMap, v_uv).rgb);\n  #endif\n  s.emissive = emissive.rgb * emissiveScaleAndStrenth.xyz;\n  #if USE_EMISSIVE_MAP\n    s.emissive *= SRGBToLinear(texture2D(emissiveMap, v_uv).rgb);\n  #endif\n  s.baseStep = shadeParams.x;\n  s.baseFeather = shadeParams.y;\n  s.shadeStep = shadeParams.z;\n  s.shadeFeather = shadeParams.w;\n}\nvec4 frag () {\n  ToonSurface s; surf(s);\n  vec4 color = CCToonShading(s);\n  return CCFragOutput(color);\n}\nvoid main() { gl_FragColor = frag(); }"
      },
      "builtins": {
        "globals": {
          "blocks": [
            {
              "name": "CCGlobal",
              "defines": []
            },
            {
              "name": "CCCamera",
              "defines": []
            },
            {
              "name": "CCShadow",
              "defines": []
            }
          ],
          "samplerTextures": [
            {
              "name": "cc_shadowMap",
              "defines": [
                "CC_RECEIVE_SHADOW"
              ]
            },
            {
              "name": "cc_spotLightingMap",
              "defines": [
                "CC_RECEIVE_SHADOW"
              ]
            }
          ]
        },
        "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"
              ]
            },
            {
              "name": "CCForwardLight",
              "defines": [
                "CC_FORWARD_ADD"
              ]
            }
          ],
          "samplerTextures": [
            {
              "name": "cc_PositionDisplacements",
              "defines": [
                "CC_USE_MORPH",
                "CC_MORPH_TARGET_HAS_POSITION"
              ]
            },
            {
              "name": "cc_NormalDisplacements",
              "defines": [
                "CC_USE_MORPH",
                "CC_MORPH_TARGET_HAS_NORMAL"
              ]
            },
            {
              "name": "cc_TangentDisplacements",
              "defines": [
                "CC_USE_MORPH",
                "CC_MORPH_TARGET_HAS_TANGENT"
              ]
            },
            {
              "name": "cc_jointTexture",
              "defines": [
                "CC_USE_SKINNING",
                "CC_USE_BAKED_ANIMATION"
              ]
            }
          ]
        },
        "statistics": {
          "CC_EFFECT_USED_VERTEX_UNIFORM_VECTORS": 222,
          "CC_EFFECT_USED_FRAGMENT_UNIFORM_VECTORS": 65
        }
      },
      "defines": [
        {
          "name": "CC_USE_MORPH",
          "type": "boolean",
          "defines": []
        },
        {
          "name": "CC_MORPH_TARGET_COUNT",
          "type": "number",
          "defines": [
            "CC_USE_MORPH"
          ],
          "range": [
            2,
            8
          ]
        },
        {
          "name": "CC_MORPH_PRECOMPUTED",
          "type": "boolean",
          "defines": [
            "CC_USE_MORPH"
          ]
        },
        {
          "name": "CC_MORPH_TARGET_HAS_POSITION",
          "type": "boolean",
          "defines": [
            "CC_USE_MORPH"
          ]
        },
        {
          "name": "CC_MORPH_TARGET_HAS_NORMAL",
          "type": "boolean",
          "defines": [
            "CC_USE_MORPH"
          ]
        },
        {
          "name": "CC_MORPH_TARGET_HAS_TANGENT",
          "type": "boolean",
          "defines": [
            "CC_USE_MORPH"
          ]
        },
        {
          "name": "CC_USE_SKINNING",
          "type": "boolean",
          "defines": []
        },
        {
          "name": "CC_USE_BAKED_ANIMATION",
          "type": "boolean",
          "defines": [
            "CC_USE_SKINNING"
          ]
        },
        {
          "name": "USE_INSTANCING",
          "type": "boolean",
          "defines": [],
          "editor": {
            "elevated": true
          }
        },
        {
          "name": "USE_BATCHING",
          "type": "boolean",
          "defines": [
            "!USE_INSTANCING"
          ],
          "editor": {
            "elevated": true
          }
        },
        {
          "name": "USE_LIGHTMAP",
          "type": "boolean",
          "defines": [
            "USE_INSTANCING"
          ]
        },
        {
          "name": "CC_RECEIVE_SHADOW",
          "type": "boolean",
          "defines": []
        },
        {
          "name": "USE_NORMAL_MAP",
          "type": "boolean",
          "defines": []
        },
        {
          "name": "CC_FORWARD_ADD",
          "type": "boolean",
          "defines": []
        },
        {
          "name": "CC_PIPELINE_TYPE",
          "type": "number",
          "defines": [
            "CC_FORWARD_ADD"
          ],
          "range": [
            0,
            1
          ]
        },
        {
          "name": "CC_FORCE_FORWARD_SHADING",
          "type": "boolean",
          "defines": [
            "CC_FORWARD_ADD"
          ]
        },
        {
          "name": "CC_USE_HDR",
          "type": "boolean",
          "defines": []
        },
        {
          "name": "USE_BASE_COLOR_MAP",
          "type": "boolean",
          "defines": []
        },
        {
          "name": "USE_1ST_SHADE_MAP",
          "type": "boolean",
          "defines": []
        },
        {
          "name": "USE_2ND_SHADE_MAP",
          "type": "boolean",
          "defines": []
        },
        {
          "name": "USE_SPECULAR_MAP",
          "type": "boolean",
          "defines": []
        },
        {
          "name": "USE_EMISSIVE_MAP",
          "type": "boolean",
          "defines": []
        },
        {
          "name": "USE_ALPHA_TEST",
          "type": "boolean",
          "defines": []
        },
        {
          "name": "ALPHA_TEST_CHANNEL",
          "type": "string",
          "defines": [
            "USE_ALPHA_TEST"
          ],
          "options": [
            "a",
            "r",
            "g",
            "b"
          ]
        },
        {
          "name": "SHADE_MAP_1_AS_SHADE_MAP_2",
          "type": "boolean",
          "defines": [
            "USE_1ST_SHADE_MAP"
          ]
        },
        {
          "name": "BASE_COLOR_MAP_AS_SHADE_MAP_1",
          "type": "boolean",
          "defines": [
            "USE_BASE_COLOR_MAP"
          ]
        },
        {
          "name": "BASE_COLOR_MAP_AS_SHADE_MAP_2",
          "type": "boolean",
          "defines": [
            "USE_BASE_COLOR_MAP"
          ]
        }
      ],
      "blocks": [
        {
          "name": "Constants",
          "members": [
            {
              "name": "tilingOffset",
              "type": 16,
              "count": 1
            },
            {
              "name": "baseColor",
              "type": 16,
              "count": 1
            },
            {
              "name": "colorScaleAndCutoff",
              "type": 16,
              "count": 1
            },
            {
              "name": "shadeColor1",
              "type": 16,
              "count": 1
            },
            {
              "name": "shadeColor2",
              "type": 16,
              "count": 1
            },
            {
              "name": "specular",
              "type": 16,
              "count": 1
            },
            {
              "name": "shadeParams",
              "type": 16,
              "count": 1
            },
            {
              "name": "emissive",
              "type": 16,
              "count": 1
            },
            {
              "name": "emissiveScaleAndStrenth",
              "type": 16,
              "count": 1
            }
          ],
          "defines": [],
          "stageFlags": 17,
          "binding": 0
        }
      ],
      "samplerTextures": [
        {
          "name": "baseColorMap",
          "type": 28,
          "count": 1,
          "defines": [
            "USE_BASE_COLOR_MAP"
          ],
          "stageFlags": 16,
          "binding": 1
        },
        {
          "name": "normalMap",
          "type": 28,
          "count": 1,
          "defines": [
            "USE_NORMAL_MAP"
          ],
          "stageFlags": 16,
          "binding": 2
        },
        {
          "name": "shadeMap1",
          "type": 28,
          "count": 1,
          "defines": [
            "USE_1ST_SHADE_MAP"
          ],
          "stageFlags": 16,
          "binding": 3
        },
        {
          "name": "shadeMap2",
          "type": 28,
          "count": 1,
          "defines": [
            "USE_2ND_SHADE_MAP"
          ],
          "stageFlags": 16,
          "binding": 4
        },
        {
          "name": "specularMap",
          "type": 28,
          "count": 1,
          "defines": [
            "USE_SPECULAR_MAP"
          ],
          "stageFlags": 16,
          "binding": 5
        },
        {
          "name": "emissiveMap",
          "type": 28,
          "count": 1,
          "defines": [
            "USE_EMISSIVE_MAP"
          ],
          "stageFlags": 16,
          "binding": 6
        }
      ],
      "attributes": [
        {
          "name": "a_position",
          "type": 15,
          "count": 1,
          "defines": [],
          "stageFlags": 1,
          "format": 32,
          "location": 0
        },
        {
          "name": "a_normal",
          "type": 15,
          "count": 1,
          "defines": [],
          "stageFlags": 1,
          "format": 32,
          "location": 1
        },
        {
          "name": "a_texCoord",
          "type": 14,
          "count": 1,
          "defines": [],
          "stageFlags": 1,
          "format": 21,
          "location": 2
        },
        {
          "name": "a_tangent",
          "type": 16,
          "count": 1,
          "defines": [],
          "stageFlags": 1,
          "format": 44,
          "location": 3
        },
        {
          "name": "a_vertexId",
          "type": 13,
          "count": 1,
          "defines": [
            "CC_USE_MORPH"
          ],
          "stageFlags": 1,
          "format": 11,
          "location": 6
        },
        {
          "name": "a_joints",
          "type": "u32vec4",
          "count": 1,
          "defines": [
            "CC_USE_SKINNING"
          ],
          "stageFlags": 1,
          "location": 4
        },
        {
          "name": "a_weights",
          "type": 16,
          "count": 1,
          "defines": [
            "CC_USE_SKINNING"
          ],
          "stageFlags": 1,
          "format": 44,
          "location": 5
        },
        {
          "name": "a_jointAnimInfo",
          "type": 16,
          "count": 1,
          "defines": [
            "CC_USE_SKINNING",
            "CC_USE_BAKED_ANIMATION",
            "USE_INSTANCING"
          ],
          "stageFlags": 1,
          "format": 44,
          "isInstanced": true,
          "location": 7
        },
        {
          "name": "a_matWorld0",
          "type": 16,
          "count": 1,
          "defines": [
            "USE_INSTANCING"
          ],
          "stageFlags": 1,
          "format": 44,
          "isInstanced": true,
          "location": 8
        },
        {
          "name": "a_matWorld1",
          "type": 16,
          "count": 1,
          "defines": [
            "USE_INSTANCING"
          ],
          "stageFlags": 1,
          "format": 44,
          "isInstanced": true,
          "location": 9
        },
        {
          "name": "a_matWorld2",
          "type": 16,
          "count": 1,
          "defines": [
            "USE_INSTANCING"
          ],
          "stageFlags": 1,
          "format": 44,
          "isInstanced": true,
          "location": 10
        },
        {
          "name": "a_lightingMapUVParam",
          "type": 16,
          "count": 1,
          "defines": [
            "USE_INSTANCING",
            "USE_LIGHTMAP"
          ],
          "stageFlags": 1,
          "format": 44,
          "isInstanced": true,
          "location": 11
        },
        {
          "name": "a_dyn_batch_id",
          "type": 13,
          "count": 1,
          "defines": [
            "!USE_INSTANCING",
            "USE_BATCHING"
          ],
          "stageFlags": 1,
          "format": 11,
          "location": 12
        }
      ],
      "varyings": [
        {
          "name": "v_shadowPos",
          "type": 16,
          "count": 1,
          "defines": [],
          "stageFlags": 1,
          "location": 0
        },
        {
          "name": "v_position",
          "type": 15,
          "count": 1,
          "defines": [],
          "stageFlags": 1,
          "location": 1
        },
        {
          "name": "v_uv",
          "type": 14,
          "count": 1,
          "defines": [],
          "stageFlags": 1,
          "location": 2
        },
        {
          "name": "v_normal",
          "type": 15,
          "count": 1,
          "defines": [],
          "stageFlags": 1,
          "location": 3
        },
        {
          "name": "v_tangent",
          "type": 15,
          "count": 1,
          "defines": [
            "USE_NORMAL_MAP"
          ],
          "stageFlags": 1,
          "location": 4
        },
        {
          "name": "v_bitangent",
          "type": 15,
          "count": 1,
          "defines": [
            "USE_NORMAL_MAP"
          ],
          "stageFlags": 1,
          "location": 5
        }
      ],
      "name": "builtin-toon|toon-vs:vert|toon-fs:frag"
    },
    {
      "hash": 42497052,
      "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 = 6) 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 = 7) 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 = 8) 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 = 5) 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\n#if USE_INSTANCING\n  layout(location = 8) in vec4 a_matWorld0;\n  layout(location = 9) in vec4 a_matWorld1;\n  layout(location = 10) in vec4 a_matWorld2;\n  #if USE_LIGHTMAP\n    layout(location = 11) in vec4 a_lightingMapUVParam;\n  #endif\n#elif USE_BATCHING\n  layout(location = 12) in float a_dyn_batch_id;\n  layout(set = 2, binding = 0) uniform CCLocalBatched {\n    highp mat4 cc_matWorlds[10];\n  };\n#else\n  layout(set = 2, binding = 0) uniform CCLocal {\n    highp mat4 cc_matWorld;\n    highp mat4 cc_matWorldIT;\n    highp vec4 cc_lightingMapUVParam;\n  };\n#endif\nlayout(set = 1, binding = 0) uniform Constants {\n  vec4 tilingOffset;\n  vec4 baseColor;\n  vec4 colorScaleAndCutoff;\n  vec4 shadeColor1;\n  vec4 shadeColor2;\n  vec4 specular;\n  vec4 shadeParams;\n  vec4 emissive;\n  vec4 emissiveScaleAndStrenth;\n};\nlayout(set = 0, binding = 2) uniform CCShadow {\n  highp mat4 cc_matLightPlaneProj;\n  highp mat4 cc_matLightView;\n  highp mat4 cc_matLightViewProj;\n  highp vec4 cc_shadowInvProjDepthInfo;\n  highp vec4 cc_shadowProjDepthInfo;\n  highp vec4 cc_shadowProjInfo;\n  lowp  vec4 cc_shadowNFLSInfo;\n  lowp  vec4 cc_shadowWHPBInfo;\n  lowp  vec4 cc_shadowLPNNInfo;\n  lowp  vec4 cc_shadowColor;\n};\nlayout(location = 0) out vec2 v_uv;\nlayout(location = 1) out vec4 v_worldPos;\nlayout(location = 2) out float v_clip_depth;\nvec4 vert () {\n  StandardVertInput In;\n      In.position = vec4(a_position, 1.0);\n      In.normal = a_normal;\n      In.tangent = a_tangent;\n    #if CC_USE_MORPH\n      applyMorph(In);\n    #endif\n    #if CC_USE_SKINNING\n      CCSkin(In);\n    #endif\n  mat4 matWorld, matWorldIT;\n    #if USE_INSTANCING\n      matWorld = mat4(\n        vec4(a_matWorld0.xyz, 0.0),\n        vec4(a_matWorld1.xyz, 0.0),\n        vec4(a_matWorld2.xyz, 0.0),\n        vec4(a_matWorld0.w, a_matWorld1.w, a_matWorld2.w, 1.0)\n      );\n      matWorldIT = matWorld;\n    #elif USE_BATCHING\n      matWorld = cc_matWorlds[int(a_dyn_batch_id)];\n      matWorldIT = matWorld;\n    #else\n      matWorld = cc_matWorld;\n      matWorldIT = cc_matWorldIT;\n    #endif\n  v_worldPos = matWorld * In.position;\n  vec4 clipPos = cc_matLightViewProj * v_worldPos;\n  v_clip_depth = clipPos.z / clipPos.w * 0.5 + 0.5;\n  v_uv = a_texCoord * tilingOffset.xy + tilingOffset.zw;\n  return clipPos;\n}\nvoid main() { gl_Position = vert(); }",
        "frag": "\nprecision highp float;\nlayout(set = 1, binding = 0) uniform Constants {\n  vec4 tilingOffset;\n  vec4 baseColor;\n  vec4 colorScaleAndCutoff;\n  vec4 shadeColor1;\n  vec4 shadeColor2;\n  vec4 specular;\n  vec4 shadeParams;\n  vec4 emissive;\n  vec4 emissiveScaleAndStrenth;\n};\nvec4 packDepthToRGBA (float depth) {\n  vec4 ret = vec4(1.0, 255.0, 65025.0, 16581375.0) * depth;\n  ret = fract(ret);\n  ret -= vec4(ret.yzw, 0.0) / 255.0;\n  return ret;\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};\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  lowp  vec4 cc_shadowNFLSInfo;\n  lowp  vec4 cc_shadowWHPBInfo;\n  lowp  vec4 cc_shadowLPNNInfo;\n  lowp  vec4 cc_shadowColor;\n};\nfloat CCGetLinearDepthFromViewSpace(vec3 viewPos) {\n  float dist = length(viewPos);\n  return (dist - cc_shadowNFLSInfo.x) / (cc_shadowNFLSInfo.y - cc_shadowNFLSInfo.x);\n}\nfloat CCGetLinearDepth(vec3 worldPos) {\n  vec4 viewStartPos = cc_matLightView * vec4(worldPos.xyz, 1.0);\n  return CCGetLinearDepthFromViewSpace(viewStartPos.xyz);\n}\n#if CC_RECEIVE_SHADOW\n  layout(set = 0, binding = 3) uniform sampler2D cc_shadowMap;\n  layout(set = 0, binding = 5) uniform sampler2D cc_spotLightingMap;\n#endif\nlayout(location = 0) in vec2 v_uv;\nlayout(location = 1) in vec4 v_worldPos;\nlayout(location = 2) in float v_clip_depth;\n#if USE_BASE_COLOR_MAP\n  layout(set = 1, binding = 1) uniform sampler2D baseColorMap;\n#endif\n#if USE_ALPHA_TEST\n#endif\nvec4 frag () {\n  vec4 baseColor = baseColor;\n  #if USE_BASE_COLOR_MAP\n    baseColor *= texture(baseColorMap, v_uv);\n  #endif\n  #if USE_ALPHA_TEST\n    if (baseColor.ALPHA_TEST_CHANNEL < colorScaleAndCutoff.w) discard;\n  #endif\n  if(cc_shadowLPNNInfo.x > 0.000001 && cc_shadowLPNNInfo.x < 1.999999) {\n    if (cc_shadowNFLSInfo.z > 0.000001) {\n      return vec4(CCGetLinearDepth(v_worldPos.xyz), 1.0, 1.0, 1.0);\n    }\n  }\n  if (cc_shadowLPNNInfo.y > 0.000001) {\n    return packDepthToRGBA(v_clip_depth);\n  }\n  return vec4(v_clip_depth, 1.0, 1.0, 1.0);\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\n#if USE_INSTANCING\n  in vec4 a_matWorld0;\n  in vec4 a_matWorld1;\n  in vec4 a_matWorld2;\n  #if USE_LIGHTMAP\n    in vec4 a_lightingMapUVParam;\n  #endif\n#elif USE_BATCHING\n  in float a_dyn_batch_id;\n  layout(std140) uniform CCLocalBatched {\n    highp mat4 cc_matWorlds[10];\n  };\n#else\n  layout(std140) uniform CCLocal {\n    highp mat4 cc_matWorld;\n    highp mat4 cc_matWorldIT;\n    highp vec4 cc_lightingMapUVParam;\n  };\n#endif\nlayout(std140) uniform Constants {\n  vec4 tilingOffset;\n  vec4 baseColor;\n  vec4 colorScaleAndCutoff;\n  vec4 shadeColor1;\n  vec4 shadeColor2;\n  vec4 specular;\n  vec4 shadeParams;\n  vec4 emissive;\n  vec4 emissiveScaleAndStrenth;\n};\nlayout(std140) uniform CCShadow {\n  highp mat4 cc_matLightPlaneProj;\n  highp mat4 cc_matLightView;\n  highp mat4 cc_matLightViewProj;\n  highp vec4 cc_shadowInvProjDepthInfo;\n  highp vec4 cc_shadowProjDepthInfo;\n  highp vec4 cc_shadowProjInfo;\n  lowp  vec4 cc_shadowNFLSInfo;\n  lowp  vec4 cc_shadowWHPBInfo;\n  lowp  vec4 cc_shadowLPNNInfo;\n  lowp  vec4 cc_shadowColor;\n};\nout vec2 v_uv;\nout vec4 v_worldPos;\nout float v_clip_depth;\nvec4 vert () {\n  StandardVertInput In;\n      In.position = vec4(a_position, 1.0);\n      In.normal = a_normal;\n      In.tangent = a_tangent;\n    #if CC_USE_MORPH\n      applyMorph(In);\n    #endif\n    #if CC_USE_SKINNING\n      CCSkin(In);\n    #endif\n  mat4 matWorld, matWorldIT;\n    #if USE_INSTANCING\n      matWorld = mat4(\n        vec4(a_matWorld0.xyz, 0.0),\n        vec4(a_matWorld1.xyz, 0.0),\n        vec4(a_matWorld2.xyz, 0.0),\n        vec4(a_matWorld0.w, a_matWorld1.w, a_matWorld2.w, 1.0)\n      );\n      matWorldIT = matWorld;\n    #elif USE_BATCHING\n      matWorld = cc_matWorlds[int(a_dyn_batch_id)];\n      matWorldIT = matWorld;\n    #else\n      matWorld = cc_matWorld;\n      matWorldIT = cc_matWorldIT;\n    #endif\n  v_worldPos = matWorld * In.position;\n  vec4 clipPos = cc_matLightViewProj * v_worldPos;\n  v_clip_depth = clipPos.z / clipPos.w * 0.5 + 0.5;\n  v_uv = a_texCoord * tilingOffset.xy + tilingOffset.zw;\n  return clipPos;\n}\nvoid main() { gl_Position = vert(); }",
        "frag": "\nprecision highp float;\nlayout(std140) uniform Constants {\n  vec4 tilingOffset;\n  vec4 baseColor;\n  vec4 colorScaleAndCutoff;\n  vec4 shadeColor1;\n  vec4 shadeColor2;\n  vec4 specular;\n  vec4 shadeParams;\n  vec4 emissive;\n  vec4 emissiveScaleAndStrenth;\n};\nvec4 packDepthToRGBA (float depth) {\n  vec4 ret = vec4(1.0, 255.0, 65025.0, 16581375.0) * depth;\n  ret = fract(ret);\n  ret -= vec4(ret.yzw, 0.0) / 255.0;\n  return ret;\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};\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  lowp  vec4 cc_shadowNFLSInfo;\n  lowp  vec4 cc_shadowWHPBInfo;\n  lowp  vec4 cc_shadowLPNNInfo;\n  lowp  vec4 cc_shadowColor;\n};\nfloat CCGetLinearDepthFromViewSpace(vec3 viewPos) {\n  float dist = length(viewPos);\n  return (dist - cc_shadowNFLSInfo.x) / (cc_shadowNFLSInfo.y - cc_shadowNFLSInfo.x);\n}\nfloat CCGetLinearDepth(vec3 worldPos) {\n  vec4 viewStartPos = cc_matLightView * vec4(worldPos.xyz, 1.0);\n  return CCGetLinearDepthFromViewSpace(viewStartPos.xyz);\n}\n#if CC_RECEIVE_SHADOW\n  uniform sampler2D cc_shadowMap;\n  uniform sampler2D cc_spotLightingMap;\n#endif\nin vec2 v_uv;\nin vec4 v_worldPos;\nin float v_clip_depth;\n#if USE_BASE_COLOR_MAP\n  uniform sampler2D baseColorMap;\n#endif\n#if USE_ALPHA_TEST\n#endif\nvec4 frag () {\n  vec4 baseColor = baseColor;\n  #if USE_BASE_COLOR_MAP\n    baseColor *= texture(baseColorMap, v_uv);\n  #endif\n  #if USE_ALPHA_TEST\n    if (baseColor.ALPHA_TEST_CHANNEL < colorScaleAndCutoff.w) discard;\n  #endif\n  if(cc_shadowLPNNInfo.x > 0.000001 && cc_shadowLPNNInfo.x < 1.999999) {\n    if (cc_shadowNFLSInfo.z > 0.000001) {\n      return vec4(CCGetLinearDepth(v_worldPos.xyz), 1.0, 1.0, 1.0);\n    }\n  }\n  if (cc_shadowLPNNInfo.y > 0.000001) {\n    return packDepthToRGBA(v_clip_depth);\n  }\n  return vec4(v_clip_depth, 1.0, 1.0, 1.0);\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\n#if USE_INSTANCING\n  attribute vec4 a_matWorld0;\n  attribute vec4 a_matWorld1;\n  attribute vec4 a_matWorld2;\n  #if USE_LIGHTMAP\n    attribute vec4 a_lightingMapUVParam;\n  #endif\n#elif USE_BATCHING\n  attribute float a_dyn_batch_id;\n  uniform highp mat4 cc_matWorlds[10];\n#else\n  uniform highp mat4 cc_matWorld;\n  uniform highp mat4 cc_matWorldIT;\n#endif\n      uniform vec4 tilingOffset;\nuniform highp mat4 cc_matLightViewProj;\nvarying vec2 v_uv;\nvarying vec4 v_worldPos;\nvarying float v_clip_depth;\nvec4 vert () {\n  StandardVertInput In;\n      In.position = vec4(a_position, 1.0);\n      In.normal = a_normal;\n      In.tangent = a_tangent;\n    #if CC_USE_MORPH\n      applyMorph(In);\n    #endif\n    #if CC_USE_SKINNING\n      CCSkin(In);\n    #endif\n  mat4 matWorld, matWorldIT;\n    #if USE_INSTANCING\n      matWorld = mat4(\n        vec4(a_matWorld0.xyz, 0.0),\n        vec4(a_matWorld1.xyz, 0.0),\n        vec4(a_matWorld2.xyz, 0.0),\n        vec4(a_matWorld0.w, a_matWorld1.w, a_matWorld2.w, 1.0)\n      );\n      matWorldIT = matWorld;\n    #elif USE_BATCHING\n      matWorld = cc_matWorlds[int(a_dyn_batch_id)];\n      matWorldIT = matWorld;\n    #else\n      matWorld = cc_matWorld;\n      matWorldIT = cc_matWorldIT;\n    #endif\n  v_worldPos = matWorld * In.position;\n  vec4 clipPos = cc_matLightViewProj * v_worldPos;\n  v_clip_depth = clipPos.z / clipPos.w * 0.5 + 0.5;\n  v_uv = a_texCoord * tilingOffset.xy + tilingOffset.zw;\n  return clipPos;\n}\nvoid main() { gl_Position = vert(); }",
        "frag": "\nprecision highp float;\n   uniform vec4 baseColor;\n   uniform vec4 colorScaleAndCutoff;\nvec4 packDepthToRGBA (float depth) {\n  vec4 ret = vec4(1.0, 255.0, 65025.0, 16581375.0) * depth;\n  ret = fract(ret);\n  ret -= vec4(ret.yzw, 0.0) / 255.0;\n  return ret;\n}\nuniform highp mat4 cc_matLightView;\n  uniform lowp vec4 cc_shadowNFLSInfo;\n  uniform lowp vec4 cc_shadowLPNNInfo;\nfloat CCGetLinearDepthFromViewSpace(vec3 viewPos) {\n  float dist = length(viewPos);\n  return (dist - cc_shadowNFLSInfo.x) / (cc_shadowNFLSInfo.y - cc_shadowNFLSInfo.x);\n}\nfloat CCGetLinearDepth(vec3 worldPos) {\n  vec4 viewStartPos = cc_matLightView * vec4(worldPos.xyz, 1.0);\n  return CCGetLinearDepthFromViewSpace(viewStartPos.xyz);\n}\n#if CC_RECEIVE_SHADOW\n  uniform sampler2D cc_shadowMap;\n  uniform sampler2D cc_spotLightingMap;\n#endif\nvarying vec2 v_uv;\nvarying vec4 v_worldPos;\nvarying float v_clip_depth;\n#if USE_BASE_COLOR_MAP\n  uniform sampler2D baseColorMap;\n#endif\n#if USE_ALPHA_TEST\n#endif\nvec4 frag () {\n  vec4 baseColor = baseColor;\n  #if USE_BASE_COLOR_MAP\n    baseColor *= texture2D(baseColorMap, v_uv);\n  #endif\n  #if USE_ALPHA_TEST\n    if (baseColor.ALPHA_TEST_CHANNEL < colorScaleAndCutoff.w) discard;\n  #endif\n  if(cc_shadowLPNNInfo.x > 0.000001 && cc_shadowLPNNInfo.x < 1.999999) {\n    if (cc_shadowNFLSInfo.z > 0.000001) {\n      return vec4(CCGetLinearDepth(v_worldPos.xyz), 1.0, 1.0, 1.0);\n    }\n  }\n  if (cc_shadowLPNNInfo.y > 0.000001) {\n    return packDepthToRGBA(v_clip_depth);\n  }\n  return vec4(v_clip_depth, 1.0, 1.0, 1.0);\n}\nvoid main() { gl_FragColor = frag(); }"
      },
      "builtins": {
        "globals": {
          "blocks": [
            {
              "name": "CCShadow",
              "defines": []
            },
            {
              "name": "CCGlobal",
              "defines": []
            },
            {
              "name": "CCCamera",
              "defines": []
            }
          ],
          "samplerTextures": [
            {
              "name": "cc_shadowMap",
              "defines": [
                "CC_RECEIVE_SHADOW"
              ]
            },
            {
              "name": "cc_spotLightingMap",
              "defines": [
                "CC_RECEIVE_SHADOW"
              ]
            }
          ]
        },
        "locals": {
          "blocks": [
            {
              "name": "CCMorph",
              "defines": [
                "CC_USE_MORPH"
              ]
            },
            {
              "name": "CCSkinningTexture",
              "defines": [
                "CC_USE_SKINNING",
                "CC_USE_BAKED_ANIMATION"
              ]
            },
            {
              "name": "CCSkinningAnimation",
              "defines": [
                "CC_USE_SKINNING",
                "CC_USE_BAKED_ANIMATION"
              ]
            },
            {
              "name": "CCSkinning",
              "defines": [
                "CC_USE_SKINNING",
                "!CC_USE_BAKED_ANIMATION"
              ]
            },
            {
              "name": "CCLocalBatched",
              "defines": [
                "!USE_INSTANCING",
                "USE_BATCHING"
              ]
            },
            {
              "name": "CCLocal",
              "defines": [
                "!USE_INSTANCING",
                "!USE_BATCHING"
              ]
            }
          ],
          "samplerTextures": [
            {
              "name": "cc_PositionDisplacements",
              "defines": [
                "CC_USE_MORPH",
                "CC_MORPH_TARGET_HAS_POSITION"
              ]
            },
            {
              "name": "cc_NormalDisplacements",
              "defines": [
                "CC_USE_MORPH",
                "CC_MORPH_TARGET_HAS_NORMAL"
              ]
            },
            {
              "name": "cc_TangentDisplacements",
              "defines": [
                "CC_USE_MORPH",
                "CC_MORPH_TARGET_HAS_TANGENT"
              ]
            },
            {
              "name": "cc_jointTexture",
              "defines": [
                "CC_USE_SKINNING",
                "CC_USE_BAKED_ANIMATION"
              ]
            }
          ]
        },
        "statistics": {
          "CC_EFFECT_USED_VERTEX_UNIFORM_VECTORS": 185,
          "CC_EFFECT_USED_FRAGMENT_UNIFORM_VECTORS": 65
        }
      },
      "defines": [
        {
          "name": "CC_USE_MORPH",
          "type": "boolean",
          "defines": []
        },
        {
          "name": "CC_MORPH_TARGET_COUNT",
          "type": "number",
          "defines": [
            "CC_USE_MORPH"
          ],
          "range": [
            2,
            8
          ]
        },
        {
          "name": "CC_MORPH_PRECOMPUTED",
          "type": "boolean",
          "defines": [
            "CC_USE_MORPH"
          ]
        },
        {
          "name": "CC_MORPH_TARGET_HAS_POSITION",
          "type": "boolean",
          "defines": [
            "CC_USE_MORPH"
          ]
        },
        {
          "name": "CC_MORPH_TARGET_HAS_NORMAL",
          "type": "boolean",
          "defines": [
            "CC_USE_MORPH"
          ]
        },
        {
          "name": "CC_MORPH_TARGET_HAS_TANGENT",
          "type": "boolean",
          "defines": [
            "CC_USE_MORPH"
          ]
        },
        {
          "name": "CC_USE_SKINNING",
          "type": "boolean",
          "defines": []
        },
        {
          "name": "CC_USE_BAKED_ANIMATION",
          "type": "boolean",
          "defines": [
            "CC_USE_SKINNING"
          ]
        },
        {
          "name": "USE_INSTANCING",
          "type": "boolean",
          "defines": [],
          "editor": {
            "elevated": true
          }
        },
        {
          "name": "USE_BATCHING",
          "type": "boolean",
          "defines": [
            "!USE_INSTANCING"
          ],
          "editor": {
            "elevated": true
          }
        },
        {
          "name": "USE_LIGHTMAP",
          "type": "boolean",
          "defines": [
            "USE_INSTANCING"
          ]
        },
        {
          "name": "CC_RECEIVE_SHADOW",
          "type": "boolean",
          "defines": []
        },
        {
          "name": "USE_BASE_COLOR_MAP",
          "type": "boolean",
          "defines": []
        },
        {
          "name": "USE_ALPHA_TEST",
          "type": "boolean",
          "defines": []
        },
        {
          "name": "ALPHA_TEST_CHANNEL",
          "type": "string",
          "defines": [
            "USE_ALPHA_TEST"
          ],
          "options": [
            "a",
            "r",
            "g",
            "b"
          ]
        }
      ],
      "blocks": [
        {
          "name": "Constants",
          "members": [
            {
              "name": "tilingOffset",
              "type": 16,
              "count": 1
            },
            {
              "name": "baseColor",
              "type": 16,
              "count": 1
            },
            {
              "name": "colorScaleAndCutoff",
              "type": 16,
              "count": 1
            },
            {
              "name": "shadeColor1",
              "type": 16,
              "count": 1
            },
            {
              "name": "shadeColor2",
              "type": 16,
              "count": 1
            },
            {
              "name": "specular",
              "type": 16,
              "count": 1
            },
            {
              "name": "shadeParams",
              "type": 16,
              "count": 1
            },
            {
              "name": "emissive",
              "type": 16,
              "count": 1
            },
            {
              "name": "emissiveScaleAndStrenth",
              "type": 16,
              "count": 1
            }
          ],
          "defines": [],
          "stageFlags": 17,
          "binding": 0
        }
      ],
      "samplerTextures": [
        {
          "name": "baseColorMap",
          "type": 28,
          "count": 1,
          "defines": [
            "USE_BASE_COLOR_MAP"
          ],
          "stageFlags": 16,
          "binding": 1
        }
      ],
      "attributes": [
        {
          "name": "a_position",
          "type": 15,
          "count": 1,
          "defines": [],
          "stageFlags": 1,
          "format": 32,
          "location": 0
        },
        {
          "name": "a_normal",
          "type": 15,
          "count": 1,
          "defines": [],
          "stageFlags": 1,
          "format": 32,
          "location": 1
        },
        {
          "name": "a_texCoord",
          "type": 14,
          "count": 1,
          "defines": [],
          "stageFlags": 1,
          "format": 21,
          "location": 2
        },
        {
          "name": "a_tangent",
          "type": 16,
          "count": 1,
          "defines": [],
          "stageFlags": 1,
          "format": 44,
          "location": 3
        },
        {
          "name": "a_vertexId",
          "type": 13,
          "count": 1,
          "defines": [
            "CC_USE_MORPH"
          ],
          "stageFlags": 1,
          "format": 11,
          "location": 6
        },
        {
          "name": "a_joints",
          "type": "u32vec4",
          "count": 1,
          "defines": [
            "CC_USE_SKINNING"
          ],
          "stageFlags": 1,
          "location": 4
        },
        {
          "name": "a_weights",
          "type": 16,
          "count": 1,
          "defines": [
            "CC_USE_SKINNING"
          ],
          "stageFlags": 1,
          "format": 44,
          "location": 5
        },
        {
          "name": "a_jointAnimInfo",
          "type": 16,
          "count": 1,
          "defines": [
            "CC_USE_SKINNING",
            "CC_USE_BAKED_ANIMATION",
            "USE_INSTANCING"
          ],
          "stageFlags": 1,
          "format": 44,
          "isInstanced": true,
          "location": 7
        },
        {
          "name": "a_matWorld0",
          "type": 16,
          "count": 1,
          "defines": [
            "USE_INSTANCING"
          ],
          "stageFlags": 1,
          "format": 44,
          "isInstanced": true,
          "location": 8
        },
        {
          "name": "a_matWorld1",
          "type": 16,
          "count": 1,
          "defines": [
            "USE_INSTANCING"
          ],
          "stageFlags": 1,
          "format": 44,
          "isInstanced": true,
          "location": 9
        },
        {
          "name": "a_matWorld2",
          "type": 16,
          "count": 1,
          "defines": [
            "USE_INSTANCING"
          ],
          "stageFlags": 1,
          "format": 44,
          "isInstanced": true,
          "location": 10
        },
        {
          "name": "a_lightingMapUVParam",
          "type": 16,
          "count": 1,
          "defines": [
            "USE_INSTANCING",
            "USE_LIGHTMAP"
          ],
          "stageFlags": 1,
          "format": 44,
          "isInstanced": true,
          "location": 11
        },
        {
          "name": "a_dyn_batch_id",
          "type": 13,
          "count": 1,
          "defines": [
            "!USE_INSTANCING",
            "USE_BATCHING"
          ],
          "stageFlags": 1,
          "format": 11,
          "location": 12
        }
      ],
      "varyings": [
        {
          "name": "v_uv",
          "type": 14,
          "count": 1,
          "defines": [],
          "stageFlags": 1,
          "location": 0
        },
        {
          "name": "v_worldPos",
          "type": 16,
          "count": 1,
          "defines": [],
          "stageFlags": 1,
          "location": 1
        },
        {
          "name": "v_clip_depth",
          "type": 13,
          "count": 1,
          "defines": [],
          "stageFlags": 1,
          "location": 2
        }
      ],
      "name": "builtin-toon|shadow-caster-vs:vert|shadow-caster-fs:frag"
    }
  ],
  "combinations": [],
  "hideInEditor": false
}