e2f00085-c597-422d-9759-52c360279106.json
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{
"__type__": "cc.EffectAsset",
"_name": "builtin-toon",
"_objFlags": 0,
"_native": "",
"properties": null,
"techniques": [
{
"passes": [
{
"name": "outline",
"rasterizerState": {
"cullMode": 1028
},
"depthStencilState": {
"depthTest": true,
"depthWrite": true
},
"properties": {
"lineWidth": {
"value": [
10
],
"type": 13
},
"depthBias": {
"value": [
0
],
"type": 13
},
"outlineBaseColor": {
"value": [
0,
0,
0,
1
],
"editor": {
"type": "color"
},
"type": 16
},
"outlineBaseColorMap": {
"value": "gray",
"type": 29
}
},
"program": "builtin-toon|outline-vs:vert|outline-fs:frag"
},
{
"name": "toon",
"depthStencilState": {
"depthTest": true,
"depthWrite": true
},
"properties": {
"tilingOffset": {
"value": [
1,
1,
0,
0
],
"type": 16
},
"normalMap": {
"value": "normal",
"type": 29
},
"baseColorMap": {
"value": "white",
"type": 29
},
"specular": {
"value": [
1,
1,
1,
0.5
],
"editor": {
"type": "color"
},
"type": 16
},
"specularMap": {
"value": "white",
"type": 29
},
"specularThreshold": {
"value": [
0.5
],
"type": 13
},
"emissive": {
"value": [
0,
0,
0,
1
],
"editor": {
"type": "color"
},
"type": 16
},
"emissiveMap": {
"value": "white",
"type": 29
},
"shadowColor": {
"value": [
0,
0,
0,
1
],
"editor": {
"type": "color"
},
"type": 16
},
"shadowIntensity": {
"value": [
0.5
],
"type": 13
},
"highlightColor": {
"value": [
1,
1,
1,
1
],
"editor": {
"type": "color"
},
"type": 16
},
"lightThreshold": {
"value": [
0.5
],
"type": 13
},
"lightSmoothness": {
"value": [
0.1
],
"type": 13
}
},
"program": "builtin-toon|toon-vs:vert|toon-fs:frag"
}
]
}
],
"shaders": [
{
"hash": 2752667346,
"glsl3": {
"vert": "\nprecision highp float;\nuniform CCGlobal {\n mat4 cc_matView;\n mat4 cc_matViewInv;\n mat4 cc_matProj;\n mat4 cc_matProjInv;\n mat4 cc_matViewProj;\n mat4 cc_matViewProjInv;\n vec4 cc_cameraPos;\n vec4 cc_time;\n mediump vec4 cc_screenSize;\n mediump vec4 cc_screenScale;\n};\nuniform CCLocal {\n mat4 cc_matWorld;\n mat4 cc_matWorldIT;\n};\n#if CC_USE_SKINNING\n in vec4 a_weights;\n in vec4 a_joints;\n #if CC_USE_JOINTS_TEXTRUE\n uniform SKINNING {\n vec2 jointsTextureSize;\n };\n uniform sampler2D jointsTexture;\n #if CC_JOINTS_TEXTURE_FLOAT32\n mat4 getBoneMatrix(const in float i) {\n float width = jointsTextureSize.x;\n float height = jointsTextureSize.y;\n float j = i * 4.0;\n float x = mod(j, width);\n float y = floor(j / width);\n float dx = 1.0 / width;\n float dy = 1.0 / height;\n y = dy * (y + 0.5);\n vec4 v1 = texture(jointsTexture, vec2(dx * (x + 0.5), y));\n vec4 v2 = texture(jointsTexture, vec2(dx * (x + 1.5), y));\n vec4 v3 = texture(jointsTexture, vec2(dx * (x + 2.5), y));\n vec4 v4 = texture(jointsTexture, vec2(dx * (x + 3.5), y));\n return mat4(v1, v2, v3, v4);\n }\n #else\n float decode32(vec4 rgba) {\n float Sign = 1.0 - step(128.0, rgba[0]) * 2.0;\n float Exponent = 2.0 * mod(rgba[0], 128.0) + step(128.0, rgba[1]) - 127.0;\n float Mantissa = mod(rgba[1], 128.0) * 65536.0 + rgba[2] * 256.0 + rgba[3] + 8388608.0;\n return Sign * exp2(Exponent - 23.0) * Mantissa;\n }\n vec4 decodevec4 (vec4 x, vec4 y, vec4 z, vec4 w) {\n return vec4(\n decode32(x.wzyx * 255.0),\n decode32(y.wzyx * 255.0),\n decode32(z.wzyx * 255.0),\n decode32(w.wzyx * 255.0)\n );\n }\n vec4 decodevec4 (float dx, float x, float y) {\n return decodevec4(\n texture(jointsTexture, vec2(dx * (x + 0.5), y)),\n texture(jointsTexture, vec2(dx * (x + 1.5), y)),\n texture(jointsTexture, vec2(dx * (x + 2.5), y)),\n texture(jointsTexture, vec2(dx * (x + 3.5), y))\n );\n }\n mat4 getBoneMatrix(const in float i) {\n float width = jointsTextureSize.x;\n float height = jointsTextureSize.y;\n float j = i * 16.0;\n float x = mod(j, width);\n float y = floor(j / width);\n float dx = 1.0 / width;\n float dy = 1.0 / height;\n y = dy * (y + 0.5);\n vec4 v1 = decodevec4(dx, x, y);\n vec4 v2 = decodevec4(dx, x+4.0, y);\n vec4 v3 = decodevec4(dx, x+8.0, y);\n vec4 v4 = decodevec4(dx, x+12.0, y);\n return mat4(v1, v2, v3, v4);\n }\n #endif\n #else\n uniform JOINT_MATRIX {\n mat4 jointMatrices[50];\n };\n mat4 getBoneMatrix(const in float i) {\n return jointMatrices[int(i)];\n }\n #endif\n mat4 skinMatrix() {\n return\n getBoneMatrix(a_joints.x) * a_weights.x +\n getBoneMatrix(a_joints.y) * a_weights.y +\n getBoneMatrix(a_joints.z) * a_weights.z +\n getBoneMatrix(a_joints.w) * a_weights.w\n ;\n }\n#endif\nstruct StandardVertInput {\n vec2 uv;\n vec4 position;\n vec3 normal;\n vec4 tangent;\n vec4 color;\n};\nin vec3 a_position;\n#if CC_USE_ATTRIBUTE_UV0\nin vec2 a_uv0;\n#endif\n#if CC_USE_ATTRIBUTE_COLOR\nin vec4 a_color;\n#endif\n#if CC_USE_ATTRIBUTE_NORMAL\nin vec3 a_normal;\n#endif\n#if CC_USE_ATTRIBUTE_TANGENT\nin vec4 a_tangent;\n#endif\nvoid CCAttribute (out StandardVertInput In) {\n In.position = vec4(a_position, 1.0);\n #if CC_USE_ATTRIBUTE_UV0\n In.uv = a_uv0;\n #else\n In.uv = vec2(0.0);\n #endif\n #if CC_USE_ATTRIBUTE_COLOR\n In.color = a_color;\n #else\n In.color = vec4(1.0);\n #endif\n #if CC_USE_ATTRIBUTE_NORMAL\n In.normal = a_normal;\n #else\n In.normal = vec3(0.0, 1.0, 0.0);\n #endif\n #if CC_USE_ATTRIBUTE_TANGENT\n In.tangent = a_tangent;\n #else\n In.tangent = vec4(1.0, 0.0, 0.0, 0.0);\n #endif\n}\nvoid CCVertInput(out StandardVertInput In) {\n CCAttribute(In);\n #if CC_USE_SKINNING\n mat4 m = skinMatrix();\n In.position = m * In.position;\n #if CC_USE_ATTRIBUTE_NORMAL\n In.normal = (m * vec4(In.normal, 0)).xyz;\n #endif\n #if CC_USE_ATTRIBUTE_TANGENT\n In.tangent = m * In.tangent;\n #endif\n #endif\n}\nout vec2 v_uv;\nuniform OutlineVert {\n float lineWidth;\n float depthBias;\n};\nvec4 vert () {\n StandardVertInput In;\n CCVertInput(In);\n float width = lineWidth * 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_matViewProj * cc_matWorld * In.position;\n #else\n In.position.xyz += normalize(In.normal) * width;\n vec4 pos = cc_matViewProj * cc_matWorld * In.position;\n #endif\n pos.z -= depthBias * 0.002;\n v_uv = In.uv;\n return pos;\n}\nvoid main() { gl_Position = vert(); }",
"frag": "\nprecision highp float;\nuniform CCGlobal {\n mat4 cc_matView;\n mat4 cc_matViewInv;\n mat4 cc_matProj;\n mat4 cc_matProjInv;\n mat4 cc_matViewProj;\n mat4 cc_matViewProjInv;\n vec4 cc_cameraPos;\n vec4 cc_time;\n mediump vec4 cc_screenSize;\n mediump vec4 cc_screenScale;\n};\n#if CC_USE_SHADOW_MAP && CC_NUM_SHADOW_LIGHTS > 0\n uniform CC_SHADOW {\n mat4 cc_shadow_lightViewProjMatrix[2];\n vec4 cc_shadow_info[2];\n };\n #if CC_NUM_SHADOW_LIGHTS > 0\n uniform sampler2D cc_shadow_map_0;\n #endif\n #if CC_NUM_SHADOW_LIGHTS > 1\n uniform sampler2D cc_shadow_map_1;\n #endif\n varying vec4 v_posLightSpace[2];\n varying float v_depth[2];\n#endif\n#if CC_NUM_LIGHTS > 0\nuniform CCLIGHTS {\n vec4 cc_lightPositionAndRange[4];\n vec4 cc_lightDirection[4];\n vec4 cc_lightColor[4];\n};\n#endif\nstruct LightInfo {\n vec3 lightDir;\n vec3 radiance;\n vec4 lightColor;\n};\nstruct Lighting {\n vec3 diffuse;\n vec3 specular;\n};\nin vec2 v_uv;\nuniform OutlineFrag {\n vec4 outlineBaseColor;\n};\n#if USE_OUTLINE_BASE_COLOR_MAP\n uniform sampler2D outlineBaseColorMap;\n#endif\nvec4 frag () {\n vec4 color = outlineBaseColor;\n #if CC_NUM_DIR_LIGHTS > 0\n for (int i = 0; i < CC_NUM_DIR_LIGHTS; i++) {\n color *= cc_dirLightColor[i];\n }\n #endif\n #if USE_OUTLINE_BASE_COLOR_MAP\n vec4 outlineBaseColorMap_tmp = texture(outlineBaseColorMap, v_uv);\n #if CC_USE_ALPHA_ATLAS_outlineBaseColorMap\n outlineBaseColorMap_tmp.a *= texture(outlineBaseColorMap, v_uv + vec2(0, 0.5)).r;\n #endif\n #if INPUT_IS_GAMMA\n color.rgb *= (outlineBaseColorMap_tmp.rgb * outlineBaseColorMap_tmp.rgb);\n color.a *= outlineBaseColorMap_tmp.a;\n #else\n color *= outlineBaseColorMap_tmp;\n #endif\n #endif\n return vec4(color.rgb, 1.0);\n}\nout vec4 cc_FragColor;\nvoid main() { cc_FragColor = frag(); }"
},
"glsl1": {
"vert": "\nprecision highp float;\nuniform mat4 cc_matViewProj;\nuniform mat4 cc_matWorld;\n#if CC_USE_SKINNING\n attribute vec4 a_weights;\n attribute vec4 a_joints;\n #if CC_USE_JOINTS_TEXTRUE\n uniform vec2 jointsTextureSize;\n uniform sampler2D jointsTexture;\n #if CC_JOINTS_TEXTURE_FLOAT32\n mat4 getBoneMatrix(const in float i) {\n float width = jointsTextureSize.x;\n float height = jointsTextureSize.y;\n float j = i * 4.0;\n float x = mod(j, width);\n float y = floor(j / width);\n float dx = 1.0 / width;\n float dy = 1.0 / height;\n y = dy * (y + 0.5);\n vec4 v1 = texture2D(jointsTexture, vec2(dx * (x + 0.5), y));\n vec4 v2 = texture2D(jointsTexture, vec2(dx * (x + 1.5), y));\n vec4 v3 = texture2D(jointsTexture, vec2(dx * (x + 2.5), y));\n vec4 v4 = texture2D(jointsTexture, vec2(dx * (x + 3.5), y));\n return mat4(v1, v2, v3, v4);\n }\n #else\n float decode32(vec4 rgba) {\n float Sign = 1.0 - step(128.0, rgba[0]) * 2.0;\n float Exponent = 2.0 * mod(rgba[0], 128.0) + step(128.0, rgba[1]) - 127.0;\n float Mantissa = mod(rgba[1], 128.0) * 65536.0 + rgba[2] * 256.0 + rgba[3] + 8388608.0;\n return Sign * exp2(Exponent - 23.0) * Mantissa;\n }\n vec4 decodevec4 (vec4 x, vec4 y, vec4 z, vec4 w) {\n return vec4(\n decode32(x.wzyx * 255.0),\n decode32(y.wzyx * 255.0),\n decode32(z.wzyx * 255.0),\n decode32(w.wzyx * 255.0)\n );\n }\n vec4 decodevec4 (float dx, float x, float y) {\n return decodevec4(\n texture2D(jointsTexture, vec2(dx * (x + 0.5), y)),\n texture2D(jointsTexture, vec2(dx * (x + 1.5), y)),\n texture2D(jointsTexture, vec2(dx * (x + 2.5), y)),\n texture2D(jointsTexture, vec2(dx * (x + 3.5), y))\n );\n }\n mat4 getBoneMatrix(const in float i) {\n float width = jointsTextureSize.x;\n float height = jointsTextureSize.y;\n float j = i * 16.0;\n float x = mod(j, width);\n float y = floor(j / width);\n float dx = 1.0 / width;\n float dy = 1.0 / height;\n y = dy * (y + 0.5);\n vec4 v1 = decodevec4(dx, x, y);\n vec4 v2 = decodevec4(dx, x+4.0, y);\n vec4 v3 = decodevec4(dx, x+8.0, y);\n vec4 v4 = decodevec4(dx, x+12.0, y);\n return mat4(v1, v2, v3, v4);\n }\n #endif\n #else\n uniform mat4 jointMatrices[50];\n mat4 getBoneMatrix(const in float i) {\n return jointMatrices[int(i)];\n }\n #endif\n mat4 skinMatrix() {\n return\n getBoneMatrix(a_joints.x) * a_weights.x +\n getBoneMatrix(a_joints.y) * a_weights.y +\n getBoneMatrix(a_joints.z) * a_weights.z +\n getBoneMatrix(a_joints.w) * a_weights.w\n ;\n }\n#endif\nstruct StandardVertInput {\n vec2 uv;\n vec4 position;\n vec3 normal;\n vec4 tangent;\n vec4 color;\n};\nattribute vec3 a_position;\n#if CC_USE_ATTRIBUTE_UV0\nattribute vec2 a_uv0;\n#endif\n#if CC_USE_ATTRIBUTE_COLOR\nattribute vec4 a_color;\n#endif\n#if CC_USE_ATTRIBUTE_NORMAL\nattribute vec3 a_normal;\n#endif\n#if CC_USE_ATTRIBUTE_TANGENT\nattribute vec4 a_tangent;\n#endif\nvoid CCAttribute (out StandardVertInput In) {\n In.position = vec4(a_position, 1.0);\n #if CC_USE_ATTRIBUTE_UV0\n In.uv = a_uv0;\n #else\n In.uv = vec2(0.0);\n #endif\n #if CC_USE_ATTRIBUTE_COLOR\n In.color = a_color;\n #else\n In.color = vec4(1.0);\n #endif\n #if CC_USE_ATTRIBUTE_NORMAL\n In.normal = a_normal;\n #else\n In.normal = vec3(0.0, 1.0, 0.0);\n #endif\n #if CC_USE_ATTRIBUTE_TANGENT\n In.tangent = a_tangent;\n #else\n In.tangent = vec4(1.0, 0.0, 0.0, 0.0);\n #endif\n}\nvoid CCVertInput(out StandardVertInput In) {\n CCAttribute(In);\n #if CC_USE_SKINNING\n mat4 m = skinMatrix();\n In.position = m * In.position;\n #if CC_USE_ATTRIBUTE_NORMAL\n In.normal = (m * vec4(In.normal, 0)).xyz;\n #endif\n #if CC_USE_ATTRIBUTE_TANGENT\n In.tangent = m * In.tangent;\n #endif\n #endif\n}\nvarying vec2 v_uv;\nuniform float lineWidth;\nuniform float depthBias;\nvec4 vert () {\n StandardVertInput In;\n CCVertInput(In);\n float width = lineWidth * 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_matViewProj * cc_matWorld * In.position;\n #else\n In.position.xyz += normalize(In.normal) * width;\n vec4 pos = cc_matViewProj * cc_matWorld * In.position;\n #endif\n pos.z -= depthBias * 0.002;\n v_uv = In.uv;\n return pos;\n}\nvoid main() { gl_Position = vert(); }",
"frag": "\nprecision highp float;\n#if CC_USE_SHADOW_MAP && CC_NUM_SHADOW_LIGHTS > 0\n #if CC_NUM_SHADOW_LIGHTS > 0\n uniform sampler2D cc_shadow_map_0;\n #endif\n #if CC_NUM_SHADOW_LIGHTS > 1\n uniform sampler2D cc_shadow_map_1;\n #endif\n varying vec4 v_posLightSpace[2];\n varying float v_depth[2];\n#endif\n#if CC_NUM_LIGHTS > 0\n#endif\nstruct LightInfo {\n vec3 lightDir;\n vec3 radiance;\n vec4 lightColor;\n};\nstruct Lighting {\n vec3 diffuse;\n vec3 specular;\n};\nvarying vec2 v_uv;\nuniform vec4 outlineBaseColor;\n#if USE_OUTLINE_BASE_COLOR_MAP\n uniform sampler2D outlineBaseColorMap;\n#endif\nvec4 frag () {\n vec4 color = outlineBaseColor;\n #if CC_NUM_DIR_LIGHTS > 0\n for (int i = 0; i < CC_NUM_DIR_LIGHTS; i++) {\n color *= cc_dirLightColor[i];\n }\n #endif\n #if USE_OUTLINE_BASE_COLOR_MAP\n vec4 outlineBaseColorMap_tmp = texture2D(outlineBaseColorMap, v_uv);\n #if CC_USE_ALPHA_ATLAS_outlineBaseColorMap\n outlineBaseColorMap_tmp.a *= texture2D(outlineBaseColorMap, v_uv + vec2(0, 0.5)).r;\n #endif\n #if INPUT_IS_GAMMA\n color.rgb *= (outlineBaseColorMap_tmp.rgb * outlineBaseColorMap_tmp.rgb);\n color.a *= outlineBaseColorMap_tmp.a;\n #else\n color *= outlineBaseColorMap_tmp;\n #endif\n #endif\n return vec4(color.rgb, 1.0);\n}\nvoid main() { gl_FragColor = frag(); }"
},
"builtins": {
"globals": {
"blocks": [
{
"name": "CCGlobal",
"defines": []
},
{
"name": "CC_SHADOW",
"defines": [
"CC_USE_SHADOW_MAP",
"CC_NUM_SHADOW_LIGHTS"
]
},
{
"name": "CCLIGHTS",
"defines": [
"CC_NUM_LIGHTS"
]
}
],
"samplers": [
{
"name": "cc_shadow_map_0",
"defines": [
"CC_USE_SHADOW_MAP",
"CC_NUM_SHADOW_LIGHTS"
]
},
{
"name": "cc_shadow_map_1",
"defines": [
"CC_USE_SHADOW_MAP",
"CC_NUM_SHADOW_LIGHTS"
]
}
]
},
"locals": {
"blocks": [
{
"name": "CCLocal",
"defines": []
}
],
"samplers": []
}
},
"defines": [
{
"name": "CC_USE_SKINNING",
"type": "boolean",
"defines": []
},
{
"name": "CC_USE_JOINTS_TEXTRUE",
"type": "boolean",
"defines": [
"CC_USE_SKINNING"
]
},
{
"name": "CC_JOINTS_TEXTURE_FLOAT32",
"type": "boolean",
"defines": [
"CC_USE_SKINNING",
"CC_USE_JOINTS_TEXTRUE"
]
},
{
"name": "CC_USE_ATTRIBUTE_UV0",
"type": "boolean",
"defines": []
},
{
"name": "CC_USE_ATTRIBUTE_COLOR",
"type": "boolean",
"defines": []
},
{
"name": "CC_USE_ATTRIBUTE_NORMAL",
"type": "boolean",
"defines": []
},
{
"name": "CC_USE_ATTRIBUTE_TANGENT",
"type": "boolean",
"defines": []
},
{
"name": "USE_POSITION_SCALING",
"type": "boolean",
"defines": []
},
{
"name": "CC_USE_SHADOW_MAP",
"type": "boolean",
"defines": []
},
{
"name": "CC_NUM_SHADOW_LIGHTS",
"type": "number",
"defines": [
"CC_USE_SHADOW_MAP"
],
"range": [
0,
3
]
},
{
"name": "CC_NUM_LIGHTS",
"type": "number",
"defines": [],
"range": [
0,
3
]
},
{
"name": "USE_OUTLINE_BASE_COLOR_MAP",
"type": "boolean",
"defines": []
},
{
"name": "CC_NUM_DIR_LIGHTS",
"type": "number",
"defines": [],
"range": [
0,
3
]
},
{
"name": "CC_USE_ALPHA_ATLAS_outlineBaseColorMap",
"type": "boolean",
"defines": [
"USE_OUTLINE_BASE_COLOR_MAP"
]
},
{
"name": "INPUT_IS_GAMMA",
"type": "boolean",
"defines": [
"USE_OUTLINE_BASE_COLOR_MAP"
]
}
],
"blocks": [
{
"name": "SKINNING",
"members": [
{
"name": "jointsTextureSize",
"type": 14,
"count": 1
}
],
"defines": [
"CC_USE_SKINNING",
"CC_USE_JOINTS_TEXTRUE"
],
"binding": 0
},
{
"name": "JOINT_MATRIX",
"members": [
{
"name": "jointMatrices",
"type": 26,
"count": 50
}
],
"defines": [
"CC_USE_SKINNING"
],
"binding": 1
},
{
"name": "OutlineVert",
"members": [
{
"name": "lineWidth",
"type": 13,
"count": 1
},
{
"name": "depthBias",
"type": 13,
"count": 1
}
],
"defines": [],
"binding": 2
},
{
"name": "OutlineFrag",
"members": [
{
"name": "outlineBaseColor",
"type": 16,
"count": 1
}
],
"defines": [],
"binding": 3
}
],
"samplers": [
{
"name": "jointsTexture",
"type": 29,
"count": 1,
"defines": [
"CC_USE_SKINNING",
"CC_USE_JOINTS_TEXTRUE"
],
"binding": 30
},
{
"name": "outlineBaseColorMap",
"type": 29,
"count": 1,
"defines": [
"USE_OUTLINE_BASE_COLOR_MAP"
],
"binding": 31
}
],
"record": null,
"name": "builtin-toon|outline-vs:vert|outline-fs:frag"
},
{
"hash": 1621866752,
"glsl3": {
"vert": "\nprecision highp float;\nuniform CCGlobal {\n mat4 cc_matView;\n mat4 cc_matViewInv;\n mat4 cc_matProj;\n mat4 cc_matProjInv;\n mat4 cc_matViewProj;\n mat4 cc_matViewProjInv;\n vec4 cc_cameraPos;\n vec4 cc_time;\n mediump vec4 cc_screenSize;\n mediump vec4 cc_screenScale;\n};\nuniform CCLocal {\n mat4 cc_matWorld;\n mat4 cc_matWorldIT;\n};\n#if CC_USE_SKINNING\n in vec4 a_weights;\n in vec4 a_joints;\n #if CC_USE_JOINTS_TEXTRUE\n uniform SKINNING {\n vec2 jointsTextureSize;\n };\n uniform sampler2D jointsTexture;\n #if CC_JOINTS_TEXTURE_FLOAT32\n mat4 getBoneMatrix(const in float i) {\n float width = jointsTextureSize.x;\n float height = jointsTextureSize.y;\n float j = i * 4.0;\n float x = mod(j, width);\n float y = floor(j / width);\n float dx = 1.0 / width;\n float dy = 1.0 / height;\n y = dy * (y + 0.5);\n vec4 v1 = texture(jointsTexture, vec2(dx * (x + 0.5), y));\n vec4 v2 = texture(jointsTexture, vec2(dx * (x + 1.5), y));\n vec4 v3 = texture(jointsTexture, vec2(dx * (x + 2.5), y));\n vec4 v4 = texture(jointsTexture, vec2(dx * (x + 3.5), y));\n return mat4(v1, v2, v3, v4);\n }\n #else\n float decode32(vec4 rgba) {\n float Sign = 1.0 - step(128.0, rgba[0]) * 2.0;\n float Exponent = 2.0 * mod(rgba[0], 128.0) + step(128.0, rgba[1]) - 127.0;\n float Mantissa = mod(rgba[1], 128.0) * 65536.0 + rgba[2] * 256.0 + rgba[3] + 8388608.0;\n return Sign * exp2(Exponent - 23.0) * Mantissa;\n }\n vec4 decodevec4 (vec4 x, vec4 y, vec4 z, vec4 w) {\n return vec4(\n decode32(x.wzyx * 255.0),\n decode32(y.wzyx * 255.0),\n decode32(z.wzyx * 255.0),\n decode32(w.wzyx * 255.0)\n );\n }\n vec4 decodevec4 (float dx, float x, float y) {\n return decodevec4(\n texture(jointsTexture, vec2(dx * (x + 0.5), y)),\n texture(jointsTexture, vec2(dx * (x + 1.5), y)),\n texture(jointsTexture, vec2(dx * (x + 2.5), y)),\n texture(jointsTexture, vec2(dx * (x + 3.5), y))\n );\n }\n mat4 getBoneMatrix(const in float i) {\n float width = jointsTextureSize.x;\n float height = jointsTextureSize.y;\n float j = i * 16.0;\n float x = mod(j, width);\n float y = floor(j / width);\n float dx = 1.0 / width;\n float dy = 1.0 / height;\n y = dy * (y + 0.5);\n vec4 v1 = decodevec4(dx, x, y);\n vec4 v2 = decodevec4(dx, x+4.0, y);\n vec4 v3 = decodevec4(dx, x+8.0, y);\n vec4 v4 = decodevec4(dx, x+12.0, y);\n return mat4(v1, v2, v3, v4);\n }\n #endif\n #else\n uniform JOINT_MATRIX {\n mat4 jointMatrices[50];\n };\n mat4 getBoneMatrix(const in float i) {\n return jointMatrices[int(i)];\n }\n #endif\n mat4 skinMatrix() {\n return\n getBoneMatrix(a_joints.x) * a_weights.x +\n getBoneMatrix(a_joints.y) * a_weights.y +\n getBoneMatrix(a_joints.z) * a_weights.z +\n getBoneMatrix(a_joints.w) * a_weights.w\n ;\n }\n#endif\nstruct StandardVertInput {\n vec2 uv;\n vec4 position;\n vec3 normal;\n vec4 tangent;\n vec4 color;\n};\nin vec3 a_position;\n#if CC_USE_ATTRIBUTE_UV0\nin vec2 a_uv0;\n#endif\n#if CC_USE_ATTRIBUTE_COLOR\nin vec4 a_color;\n#endif\n#if CC_USE_ATTRIBUTE_NORMAL\nin vec3 a_normal;\n#endif\n#if CC_USE_ATTRIBUTE_TANGENT\nin vec4 a_tangent;\n#endif\nvoid CCAttribute (out StandardVertInput In) {\n In.position = vec4(a_position, 1.0);\n #if CC_USE_ATTRIBUTE_UV0\n In.uv = a_uv0;\n #else\n In.uv = vec2(0.0);\n #endif\n #if CC_USE_ATTRIBUTE_COLOR\n In.color = a_color;\n #else\n In.color = vec4(1.0);\n #endif\n #if CC_USE_ATTRIBUTE_NORMAL\n In.normal = a_normal;\n #else\n In.normal = vec3(0.0, 1.0, 0.0);\n #endif\n #if CC_USE_ATTRIBUTE_TANGENT\n In.tangent = a_tangent;\n #else\n In.tangent = vec4(1.0, 0.0, 0.0, 0.0);\n #endif\n}\nvoid CCVertInput(out StandardVertInput In) {\n CCAttribute(In);\n #if CC_USE_SKINNING\n mat4 m = skinMatrix();\n In.position = m * In.position;\n #if CC_USE_ATTRIBUTE_NORMAL\n In.normal = (m * vec4(In.normal, 0)).xyz;\n #endif\n #if CC_USE_ATTRIBUTE_TANGENT\n In.tangent = m * In.tangent;\n #endif\n #endif\n}\nout vec3 v_position;\nout vec2 v_uv;\nout vec3 v_normal;\nout vec3 v_viewDirection;\n#if USE_NORMAL_MAP\n out vec3 v_tangent;\n out vec3 v_bitangent;\n#endif\nuniform ToonVert {\n vec4 tilingOffset;\n};\nvec4 vert () {\n StandardVertInput In;\n CCVertInput(In);\n vec4 pos = cc_matWorld * In.position;\n v_position = pos.xyz;\n v_uv = In.uv * tilingOffset.xy + tilingOffset.zw;\n v_viewDirection = normalize(cc_cameraPos.xyz - v_position);\n v_normal = (cc_matWorldIT * vec4(In.normal, 0.0)).xyz;\n #if USE_NORMAL_MAP\n v_tangent = normalize((cc_matWorldIT * vec4(In.tangent.xyz, 0.0)).xyz);\n v_bitangent = cross(v_normal, v_tangent) * In.tangent.w;\n #endif\n return cc_matViewProj * pos;\n}\nvoid main() { gl_Position = vert(); }",
"frag": "\nprecision highp float;\nuniform CCGlobal {\n mat4 cc_matView;\n mat4 cc_matViewInv;\n mat4 cc_matProj;\n mat4 cc_matProjInv;\n mat4 cc_matViewProj;\n mat4 cc_matViewProjInv;\n vec4 cc_cameraPos;\n vec4 cc_time;\n mediump vec4 cc_screenSize;\n mediump vec4 cc_screenScale;\n};\n#if CC_USE_SHADOW_MAP && CC_NUM_SHADOW_LIGHTS > 0\n uniform CC_SHADOW {\n mat4 cc_shadow_lightViewProjMatrix[2];\n vec4 cc_shadow_info[2];\n };\n #if CC_NUM_SHADOW_LIGHTS > 0\n uniform sampler2D cc_shadow_map_0;\n #endif\n #if CC_NUM_SHADOW_LIGHTS > 1\n uniform sampler2D cc_shadow_map_1;\n #endif\n varying vec4 v_posLightSpace[2];\n varying float v_depth[2];\n#endif\nfloat unpackRGBAToDepth(vec4 color) {\n return dot(color, vec4(1.0, 1.0 / 255.0, 1.0 / 65025.0, 1.0 / 160581375.0));\n}\nfloat getDepth(sampler2D shadowMap, vec2 shadowUV) {\n return unpackRGBAToDepth(texture(shadowMap, shadowUV));\n}\nfloat computeFallOff(float shadow, vec2 coords, float frustumEdgeFalloff) {\n return shadow;\n}\nfloat shadowSimple(sampler2D shadowMap, vec2 shadowUV, float currentDepth, float darkness) {\n float closestDepth = getDepth(shadowMap, shadowUV);\n return currentDepth > closestDepth ? 1.0 - darkness : 1.0;\n}\nfloat shadowPCF3X3(sampler2D shadowMap, vec2 shadowUV, float currentDepth, float darkness, float shadowSize) {\n float shadow = 0.0;\n for (int x = -1; x <= 1; ++x) {\n for (int y = -1; y <= 1; ++y) {\n float closestDepth = getDepth(shadowMap, shadowUV + vec2(x, y) * 1.0/shadowSize);\n shadow += currentDepth > closestDepth ? 1.0 - darkness : 1.0;\n }\n }\n shadow /= 9.0;\n return shadow;\n}\nfloat shadowPCF5X5(sampler2D shadowMap, vec2 shadowUV, float currentDepth, float darkness, float shadowSize) {\n float shadow = 0.0;\n for (int x = -2; x <= 2; ++x) {\n for (int y = -2; y <= 2; ++y) {\n float closestDepth = getDepth(shadowMap, shadowUV + vec2(x, y) * 1.0/shadowSize);\n shadow += currentDepth > closestDepth ? 1.0 - darkness : 1.0;\n }\n }\n shadow /= 25.0;\n return shadow;\n}\n#if CC_NUM_LIGHTS > 0\nuniform CCLIGHTS {\n vec4 cc_lightPositionAndRange[4];\n vec4 cc_lightDirection[4];\n vec4 cc_lightColor[4];\n};\n#endif\nstruct LightInfo {\n vec3 lightDir;\n vec3 radiance;\n vec4 lightColor;\n};\nLightInfo computeDirectionalLighting(\n vec4 lightDirection,\n vec4 lightColor\n) {\n LightInfo ret;\n ret.lightDir = -normalize(lightDirection.xyz);\n ret.radiance = lightColor.rgb;\n ret.lightColor = lightColor;\n return ret;\n}\nLightInfo computePointLighting(\n vec3 worldPosition,\n vec4 lightPositionAndRange,\n vec4 lightColor\n) {\n LightInfo ret;\n vec3 lightDir = lightPositionAndRange.xyz - worldPosition;\n float attenuation = max(0., 1.0 - length(lightDir) / lightPositionAndRange.w);\n ret.lightDir = normalize(lightDir);\n ret.radiance = lightColor.rgb * attenuation;\n ret.lightColor = lightColor;\n return ret;\n}\nLightInfo computeSpotLighting(\n vec3 worldPosition,\n vec4 lightPositionAndRange,\n vec4 lightDirection,\n vec4 lightColor\n) {\n LightInfo ret;\n vec3 lightDir = lightPositionAndRange.xyz - worldPosition;\n float attenuation = max(0., 1.0 - length(lightDir) / lightPositionAndRange.w);\n lightDir = normalize(lightDir);\n float cosConeAngle = max(0., dot(lightDirection.xyz, -lightDir));\n cosConeAngle = cosConeAngle < lightDirection.w ? 0. : cosConeAngle;\n cosConeAngle = pow(cosConeAngle, lightColor.w);\n ret.lightDir = lightDir;\n ret.radiance = lightColor.rgb * attenuation * cosConeAngle;\n ret.lightColor = lightColor;\n return ret;\n}\nstruct Lighting {\n vec3 diffuse;\n vec3 specular;\n};\nstruct ToonSurface {\n vec4 baseColor;\n vec3 specular;\n float specularThreshold;\n vec3 position;\n vec3 normal;\n vec3 viewDirection;\n vec3 emissive;\n vec3 shadowColor;\n float shadowIntensity;\n vec3 highlightColor;\n float lightThreshold;\n float lightSmoothness;\n};\nconst float T_H = 0.25;\nfloat TreshHoldLighting(float lThreshold, float smoothness, float v) {\n return smoothstep(lThreshold-smoothness*T_H, lThreshold+smoothness*T_H, v);\n}\nLighting toon (ToonSurface s, LightInfo info) {\n Lighting result;\n vec3 N = s.normal;\n vec3 L = info.lightDir;\n vec3 V = s.viewDirection;\n vec3 H = normalize(L + V);\n float NL = 0.5 * dot(N, L) + 0.5;\n float NH = 0.5 * dot(H, N) + 0.5;\n vec3 c = vec3(0.0);\n vec3 attenuation = info.radiance;\n vec3 lightColor = info.lightColor.rgb;\n vec3 shadowColor = mix(s.highlightColor * lightColor, s.shadowColor, s.shadowIntensity);\n vec3 diffuse = TreshHoldLighting(s.lightThreshold, s.lightSmoothness, NL) * attenuation;\n diffuse = mix(shadowColor, s.highlightColor * lightColor, diffuse);\n result.diffuse = diffuse * s.baseColor.rgb;\n float specularWeight = 1.0 - pow(s.specularThreshold, 5.0);\n float specularMask = step(specularWeight, NH);\n vec3 specular = s.specular.rgb * specularMask;\n result.specular = specular * attenuation;\n return result;\n}\nvec3 ambient(ToonSurface s, vec4 ambientColor) {\n return s.baseColor.rgb * ambientColor.rgb;\n}\nvec4 CCToonShading (ToonSurface s) {\n Lighting result;\n result.diffuse = vec3(0, 0, 0);\n result.specular = vec3(0, 0, 0);\n #if CC_NUM_LIGHTS > 0\n #if CC_LIGHT_0_TYPE == 3\n result.diffuse += ambient(s, cc_lightColor[0]);\n #else\n LightInfo info0;\n #if CC_LIGHT_0_TYPE == 0\n info0 = computeDirectionalLighting(cc_lightDirection[0], cc_lightColor[0]);\n #elif CC_LIGHT_0_TYPE == 1\n info0 = computePointLighting(s.position, cc_lightPositionAndRange[0], cc_lightColor[0]);\n #elif CC_LIGHT_0_TYPE == 2\n info0 = computeSpotLighting(s.position, cc_lightPositionAndRange[0], cc_lightDirection[0], cc_lightColor[0]);\n #endif\n Lighting result0 = toon(s, info0);\n #if CC_USE_SHADOW_MAP && CC_NUM_SHADOW_LIGHTS > 0\n float shadow_0 = 1.0;\n vec2 projCoords0 = v_posLightSpace[0].xy / v_posLightSpace[0].w;\n vec2 shadowUV0 = projCoords0 * 0.5 + vec2(0.5);\n if (shadowUV0.x >= 0.0 && shadowUV0.x <= 1.0 && shadowUV0.y >= 0.0 && shadowUV0.y <= 1.0) {\n float currentDepth0 = clamp(v_depth[0], 0.0, 1.0);\n #if CC_SHADOW_0_TYPE == 3\n shadow_0 = shadowPCF3X3(cc_shadow_map_0, shadowUV0, currentDepth0, cc_shadow_info[0].w, cc_shadow_info[0].z);\n #elif CC_SHADOW_0_TYPE == 4\n shadow_0 = shadowPCF5X5(cc_shadow_map_0, shadowUV0, currentDepth0, cc_shadow_info[0].w, cc_shadow_info[0].z);\n #else\n shadow_0 = shadowSimple(cc_shadow_map_0, shadowUV0, currentDepth0, cc_shadow_info[0].w);\n #endif\n shadow_0 = computeFallOff(shadow_0, projCoords0, 0.0);\n }\n result0.diffuse *= shadow_0;\n result0.specular *= shadow_0;\n #endif\n result.diffuse += result0.diffuse;\n result.specular += result0.specular;\n #endif\n #endif\n #if CC_NUM_LIGHTS > 1\n #if CC_LIGHT_1_TYPE == 3\n result.diffuse += ambient(s, cc_lightColor[1]);\n #else\n LightInfo info1;\n #if CC_LIGHT_1_TYPE == 0\n info1 = computeDirectionalLighting(cc_lightDirection[1], cc_lightColor[1]);\n #elif CC_LIGHT_1_TYPE == 1\n info1 = computePointLighting(s.position, cc_lightPositionAndRange[1], cc_lightColor[1]);\n #elif CC_LIGHT_1_TYPE == 2\n info1 = computeSpotLighting(s.position, cc_lightPositionAndRange[1], cc_lightDirection[1], cc_lightColor[1]);\n #endif\n Lighting result1 = toon(s, info1);\n #if CC_USE_SHADOW_MAP && CC_NUM_SHADOW_LIGHTS > 1\n float shadow_1 = 1.0;\n vec2 projCoords1 = v_posLightSpace[1].xy / v_posLightSpace[1].w;\n vec2 shadowUV1 = projCoords1 * 0.5 + vec2(0.5);\n if (shadowUV1.x >= 0.0 && shadowUV1.x <= 1.0 && shadowUV1.y >= 0.0 && shadowUV1.y <= 1.0) {\n float currentDepth1 = clamp(v_depth[1], 0.0, 1.0);\n #if CC_SHADOW_1_TYPE == 3\n shadow_1 = shadowPCF3X3(cc_shadow_map_1, shadowUV1, currentDepth1, cc_shadow_info[1].w, cc_shadow_info[1].z);\n #elif CC_SHADOW_1_TYPE == 4\n shadow_1 = shadowPCF5X5(cc_shadow_map_1, shadowUV1, currentDepth1, cc_shadow_info[1].w, cc_shadow_info[1].z);\n #else\n shadow_1 = shadowSimple(cc_shadow_map_1, shadowUV1, currentDepth1, cc_shadow_info[1].w);\n #endif\n shadow_1 = computeFallOff(shadow_1, projCoords1, 0.0);\n }\n result1.diffuse *= shadow_1;\n result1.specular *= shadow_1;\n #endif\n result.diffuse += result1.diffuse;\n result.specular += result1.specular;\n #endif\n #endif\n #if CC_NUM_LIGHTS > 2\n #if CC_LIGHT_2_TYPE == 3\n result.diffuse += ambient(s, cc_lightColor[2]);\n #else\n LightInfo info2;\n #if CC_LIGHT_2_TYPE == 0\n info2 = computeDirectionalLighting(cc_lightDirection[2], cc_lightColor[2]);\n #elif CC_LIGHT_2_TYPE == 1\n info2 = computePointLighting(s.position, cc_lightPositionAndRange[2], cc_lightColor[2]);\n #elif CC_LIGHT_2_TYPE == 2\n info2 = computeSpotLighting(s.position, cc_lightPositionAndRange[2], cc_lightDirection[2], cc_lightColor[2]);\n #endif\n Lighting result2 = toon(s, info2);\n #if CC_USE_SHADOW_MAP && CC_NUM_SHADOW_LIGHTS > 2\n float shadow_2 = 1.0;\n vec2 projCoords2 = v_posLightSpace[2].xy / v_posLightSpace[2].w;\n vec2 shadowUV2 = projCoords2 * 0.5 + vec2(0.5);\n if (shadowUV2.x >= 0.0 && shadowUV2.x <= 1.0 && shadowUV2.y >= 0.0 && shadowUV2.y <= 1.0) {\n float currentDepth2 = clamp(v_depth[2], 0.0, 1.0);\n #if CC_SHADOW_2_TYPE == 3\n shadow_2 = shadowPCF3X3(cc_shadow_map_2, shadowUV2, currentDepth2, cc_shadow_info[2].w, cc_shadow_info[2].z);\n #elif CC_SHADOW_2_TYPE == 4\n shadow_2 = shadowPCF5X5(cc_shadow_map_2, shadowUV2, currentDepth2, cc_shadow_info[2].w, cc_shadow_info[2].z);\n #else\n shadow_2 = shadowSimple(cc_shadow_map_2, shadowUV2, currentDepth2, cc_shadow_info[2].w);\n #endif\n shadow_2 = computeFallOff(shadow_2, projCoords2, 0.0);\n }\n result2.diffuse *= shadow_2;\n result2.specular *= shadow_2;\n #endif\n result.diffuse += result2.diffuse;\n result.specular += result2.specular;\n #endif\n #endif\n #if CC_NUM_LIGHTS > 3\n #if CC_LIGHT_3_TYPE == 3\n result.diffuse += ambient(s, cc_lightColor[3]);\n #else\n LightInfo info3;\n #if CC_LIGHT_3_TYPE == 0\n info3 = computeDirectionalLighting(cc_lightDirection[3], cc_lightColor[3]);\n #elif CC_LIGHT_3_TYPE == 1\n info3 = computePointLighting(s.position, cc_lightPositionAndRange[3], cc_lightColor[3]);\n #elif CC_LIGHT_3_TYPE == 2\n info3 = computeSpotLighting(s.position, cc_lightPositionAndRange[3], cc_lightDirection[3], cc_lightColor[3]);\n #endif\n Lighting result3 = toon(s, info3);\n #if CC_USE_SHADOW_MAP && CC_NUM_SHADOW_LIGHTS > 3\n float shadow_3 = 1.0;\n vec2 projCoords3 = v_posLightSpace[3].xy / v_posLightSpace[3].w;\n vec2 shadowUV3 = projCoords3 * 0.5 + vec2(0.5);\n if (shadowUV3.x >= 0.0 && shadowUV3.x <= 1.0 && shadowUV3.y >= 0.0 && shadowUV3.y <= 1.0) {\n float currentDepth3 = clamp(v_depth[3], 0.0, 1.0);\n #if CC_SHADOW_3_TYPE == 3\n shadow_3 = shadowPCF3X3(cc_shadow_map_3, shadowUV3, currentDepth3, cc_shadow_info[3].w, cc_shadow_info[3].z);\n #elif CC_SHADOW_3_TYPE == 4\n shadow_3 = shadowPCF5X5(cc_shadow_map_3, shadowUV3, currentDepth3, cc_shadow_info[3].w, cc_shadow_info[3].z);\n #else\n shadow_3 = shadowSimple(cc_shadow_map_3, shadowUV3, currentDepth3, cc_shadow_info[3].w);\n #endif\n shadow_3 = computeFallOff(shadow_3, projCoords3, 0.0);\n }\n result3.diffuse *= shadow_3;\n result3.specular *= shadow_3;\n #endif\n result.diffuse += result3.diffuse;\n result.specular += result3.specular;\n #endif\n #endif\n vec3 finalColor = result.diffuse + result.specular + s.emissive;\n return vec4(finalColor, s.baseColor.a);\n}\nvec4 CCFragOutput (vec4 color) {\n #if OUTPUT_TO_GAMMA\n color.rgb = sqrt(color.rgb);\n #endif\n\treturn color;\n}\nin vec3 v_position;\nin vec2 v_uv;\nin vec3 v_viewDirection;\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_BASE_COLOR_MAP\n uniform sampler2D baseColorMap;\n#endif\n#if USE_SPECULAR_MAP\n uniform sampler2D specularMap;\n#endif\n#if USE_EMISSIVE_MAP\n uniform sampler2D emissiveMap;\n#endif\nuniform ToonFrag {\n vec4 colorScale;\n vec4 specular;\n vec4 emissive;\n vec4 shadowColor;\n vec4 highlightColor;\n float specularThreshold;\n float shadowIntensity;\n float lightThreshold;\n float lightSmoothness;\n};\nvoid surf (out ToonSurface s) {\n #if USE_BASE_COLOR_MAP\n s.baseColor = vec4(1.);\n vec4 baseColorMap_tmp = texture(baseColorMap, v_uv);\n #if CC_USE_ALPHA_ATLAS_baseColorMap\n baseColorMap_tmp.a *= texture(baseColorMap, v_uv + vec2(0, 0.5)).r;\n #endif\n #if INPUT_IS_GAMMA\n s.baseColor.rgb *= (baseColorMap_tmp.rgb * baseColorMap_tmp.rgb);\n s.baseColor.a *= baseColorMap_tmp.a;\n #else\n s.baseColor *= baseColorMap_tmp;\n #endif\n #else\n s.baseColor = highlightColor;\n #endif\n s.normal = normalize(v_normal);\n #if USE_NORMAL_MAP\n vec3 nmmp = texture2D(normalMap, v_uv).xyz - vec3(0.5);\n s.normal = normalize(\n nmmp.x * normalize(v_tangent) +\n nmmp.y * normalize(v_bitangent) +\n nmmp.z * s.normal);\n #endif\n s.position = v_position;\n s.specular = specular.rgb * specular.a;\n #if USE_SPECULAR_MAP\n vec4 specularMap_tmp = texture(specularMap, v_uv);\n #if CC_USE_ALPHA_ATLAS_specularMap\n specularMap_tmp.a *= texture(specularMap, v_uv + vec2(0, 0.5)).r;\n #endif\n #if INPUT_IS_GAMMA\n s.specular.rgb *= (specularMap_tmp.rgb * specularMap_tmp.rgb);\n #else\n s.specular.rgb *= specularMap_tmp.rgb;\n #endif\n #endif\n s.emissive = emissive.rgb;\n #if USE_EMISSIVE_MAP\n vec4 emissiveMap_tmp = texture(emissiveMap, v_uv);\n #if CC_USE_ALPHA_ATLAS_emissiveMap\n emissiveMap_tmp.a *= texture(emissiveMap, v_uv + vec2(0, 0.5)).r;\n #endif\n #if INPUT_IS_GAMMA\n s.emissive.rgb *= (emissiveMap_tmp.rgb * emissiveMap_tmp.rgb);\n #else\n s.emissive.rgb *= emissiveMap_tmp.rgb;\n #endif\n #endif\n s.lightThreshold = lightThreshold;\n s.lightSmoothness = lightSmoothness;\n s.shadowColor = shadowColor.rgb;\n s.highlightColor = highlightColor.rgb;\n s.shadowIntensity = shadowIntensity;\n s.specularThreshold = specularThreshold;\n s.viewDirection = v_viewDirection;\n}\nvec4 frag () {\n ToonSurface s;\n surf(s);\n vec4 color = CCToonShading(s);\n return CCFragOutput(color);\n}\nout vec4 cc_FragColor;\nvoid main() { cc_FragColor = frag(); }"
},
"glsl1": {
"vert": "\nprecision highp float;\nuniform mat4 cc_matViewProj;\nuniform vec4 cc_cameraPos;\nuniform mat4 cc_matWorld;\nuniform mat4 cc_matWorldIT;\n#if CC_USE_SKINNING\n attribute vec4 a_weights;\n attribute vec4 a_joints;\n #if CC_USE_JOINTS_TEXTRUE\n uniform vec2 jointsTextureSize;\n uniform sampler2D jointsTexture;\n #if CC_JOINTS_TEXTURE_FLOAT32\n mat4 getBoneMatrix(const in float i) {\n float width = jointsTextureSize.x;\n float height = jointsTextureSize.y;\n float j = i * 4.0;\n float x = mod(j, width);\n float y = floor(j / width);\n float dx = 1.0 / width;\n float dy = 1.0 / height;\n y = dy * (y + 0.5);\n vec4 v1 = texture2D(jointsTexture, vec2(dx * (x + 0.5), y));\n vec4 v2 = texture2D(jointsTexture, vec2(dx * (x + 1.5), y));\n vec4 v3 = texture2D(jointsTexture, vec2(dx * (x + 2.5), y));\n vec4 v4 = texture2D(jointsTexture, vec2(dx * (x + 3.5), y));\n return mat4(v1, v2, v3, v4);\n }\n #else\n float decode32(vec4 rgba) {\n float Sign = 1.0 - step(128.0, rgba[0]) * 2.0;\n float Exponent = 2.0 * mod(rgba[0], 128.0) + step(128.0, rgba[1]) - 127.0;\n float Mantissa = mod(rgba[1], 128.0) * 65536.0 + rgba[2] * 256.0 + rgba[3] + 8388608.0;\n return Sign * exp2(Exponent - 23.0) * Mantissa;\n }\n vec4 decodevec4 (vec4 x, vec4 y, vec4 z, vec4 w) {\n return vec4(\n decode32(x.wzyx * 255.0),\n decode32(y.wzyx * 255.0),\n decode32(z.wzyx * 255.0),\n decode32(w.wzyx * 255.0)\n );\n }\n vec4 decodevec4 (float dx, float x, float y) {\n return decodevec4(\n texture2D(jointsTexture, vec2(dx * (x + 0.5), y)),\n texture2D(jointsTexture, vec2(dx * (x + 1.5), y)),\n texture2D(jointsTexture, vec2(dx * (x + 2.5), y)),\n texture2D(jointsTexture, vec2(dx * (x + 3.5), y))\n );\n }\n mat4 getBoneMatrix(const in float i) {\n float width = jointsTextureSize.x;\n float height = jointsTextureSize.y;\n float j = i * 16.0;\n float x = mod(j, width);\n float y = floor(j / width);\n float dx = 1.0 / width;\n float dy = 1.0 / height;\n y = dy * (y + 0.5);\n vec4 v1 = decodevec4(dx, x, y);\n vec4 v2 = decodevec4(dx, x+4.0, y);\n vec4 v3 = decodevec4(dx, x+8.0, y);\n vec4 v4 = decodevec4(dx, x+12.0, y);\n return mat4(v1, v2, v3, v4);\n }\n #endif\n #else\n uniform mat4 jointMatrices[50];\n mat4 getBoneMatrix(const in float i) {\n return jointMatrices[int(i)];\n }\n #endif\n mat4 skinMatrix() {\n return\n getBoneMatrix(a_joints.x) * a_weights.x +\n getBoneMatrix(a_joints.y) * a_weights.y +\n getBoneMatrix(a_joints.z) * a_weights.z +\n getBoneMatrix(a_joints.w) * a_weights.w\n ;\n }\n#endif\nstruct StandardVertInput {\n vec2 uv;\n vec4 position;\n vec3 normal;\n vec4 tangent;\n vec4 color;\n};\nattribute vec3 a_position;\n#if CC_USE_ATTRIBUTE_UV0\nattribute vec2 a_uv0;\n#endif\n#if CC_USE_ATTRIBUTE_COLOR\nattribute vec4 a_color;\n#endif\n#if CC_USE_ATTRIBUTE_NORMAL\nattribute vec3 a_normal;\n#endif\n#if CC_USE_ATTRIBUTE_TANGENT\nattribute vec4 a_tangent;\n#endif\nvoid CCAttribute (out StandardVertInput In) {\n In.position = vec4(a_position, 1.0);\n #if CC_USE_ATTRIBUTE_UV0\n In.uv = a_uv0;\n #else\n In.uv = vec2(0.0);\n #endif\n #if CC_USE_ATTRIBUTE_COLOR\n In.color = a_color;\n #else\n In.color = vec4(1.0);\n #endif\n #if CC_USE_ATTRIBUTE_NORMAL\n In.normal = a_normal;\n #else\n In.normal = vec3(0.0, 1.0, 0.0);\n #endif\n #if CC_USE_ATTRIBUTE_TANGENT\n In.tangent = a_tangent;\n #else\n In.tangent = vec4(1.0, 0.0, 0.0, 0.0);\n #endif\n}\nvoid CCVertInput(out StandardVertInput In) {\n CCAttribute(In);\n #if CC_USE_SKINNING\n mat4 m = skinMatrix();\n In.position = m * In.position;\n #if CC_USE_ATTRIBUTE_NORMAL\n In.normal = (m * vec4(In.normal, 0)).xyz;\n #endif\n #if CC_USE_ATTRIBUTE_TANGENT\n In.tangent = m * In.tangent;\n #endif\n #endif\n}\nvarying vec3 v_position;\nvarying vec2 v_uv;\nvarying vec3 v_normal;\nvarying vec3 v_viewDirection;\n#if USE_NORMAL_MAP\n varying vec3 v_tangent;\n varying vec3 v_bitangent;\n#endif\nuniform vec4 tilingOffset;\nvec4 vert () {\n StandardVertInput In;\n CCVertInput(In);\n vec4 pos = cc_matWorld * In.position;\n v_position = pos.xyz;\n v_uv = In.uv * tilingOffset.xy + tilingOffset.zw;\n v_viewDirection = normalize(cc_cameraPos.xyz - v_position);\n v_normal = (cc_matWorldIT * vec4(In.normal, 0.0)).xyz;\n #if USE_NORMAL_MAP\n v_tangent = normalize((cc_matWorldIT * vec4(In.tangent.xyz, 0.0)).xyz);\n v_bitangent = cross(v_normal, v_tangent) * In.tangent.w;\n #endif\n return cc_matViewProj * pos;\n}\nvoid main() { gl_Position = vert(); }",
"frag": "\nprecision highp float;\n#if CC_USE_SHADOW_MAP && CC_NUM_SHADOW_LIGHTS > 0\n uniform vec4 cc_shadow_info[2];\n #if CC_NUM_SHADOW_LIGHTS > 0\n uniform sampler2D cc_shadow_map_0;\n #endif\n #if CC_NUM_SHADOW_LIGHTS > 1\n uniform sampler2D cc_shadow_map_1;\n #endif\n varying vec4 v_posLightSpace[2];\n varying float v_depth[2];\n#endif\nfloat unpackRGBAToDepth(vec4 color) {\n return dot(color, vec4(1.0, 1.0 / 255.0, 1.0 / 65025.0, 1.0 / 160581375.0));\n}\nfloat getDepth(sampler2D shadowMap, vec2 shadowUV) {\n return unpackRGBAToDepth(texture2D(shadowMap, shadowUV));\n}\nfloat computeFallOff(float shadow, vec2 coords, float frustumEdgeFalloff) {\n return shadow;\n}\nfloat shadowSimple(sampler2D shadowMap, vec2 shadowUV, float currentDepth, float darkness) {\n float closestDepth = getDepth(shadowMap, shadowUV);\n return currentDepth > closestDepth ? 1.0 - darkness : 1.0;\n}\nfloat shadowPCF3X3(sampler2D shadowMap, vec2 shadowUV, float currentDepth, float darkness, float shadowSize) {\n float shadow = 0.0;\n for (int x = -1; x <= 1; ++x) {\n for (int y = -1; y <= 1; ++y) {\n float closestDepth = getDepth(shadowMap, shadowUV + vec2(x, y) * 1.0/shadowSize);\n shadow += currentDepth > closestDepth ? 1.0 - darkness : 1.0;\n }\n }\n shadow /= 9.0;\n return shadow;\n}\nfloat shadowPCF5X5(sampler2D shadowMap, vec2 shadowUV, float currentDepth, float darkness, float shadowSize) {\n float shadow = 0.0;\n for (int x = -2; x <= 2; ++x) {\n for (int y = -2; y <= 2; ++y) {\n float closestDepth = getDepth(shadowMap, shadowUV + vec2(x, y) * 1.0/shadowSize);\n shadow += currentDepth > closestDepth ? 1.0 - darkness : 1.0;\n }\n }\n shadow /= 25.0;\n return shadow;\n}\n#if CC_NUM_LIGHTS > 0\nuniform vec4 cc_lightPositionAndRange[4];\nuniform vec4 cc_lightDirection[4];\nuniform vec4 cc_lightColor[4];\n#endif\nstruct LightInfo {\n vec3 lightDir;\n vec3 radiance;\n vec4 lightColor;\n};\nLightInfo computeDirectionalLighting(\n vec4 lightDirection,\n vec4 lightColor\n) {\n LightInfo ret;\n ret.lightDir = -normalize(lightDirection.xyz);\n ret.radiance = lightColor.rgb;\n ret.lightColor = lightColor;\n return ret;\n}\nLightInfo computePointLighting(\n vec3 worldPosition,\n vec4 lightPositionAndRange,\n vec4 lightColor\n) {\n LightInfo ret;\n vec3 lightDir = lightPositionAndRange.xyz - worldPosition;\n float attenuation = max(0., 1.0 - length(lightDir) / lightPositionAndRange.w);\n ret.lightDir = normalize(lightDir);\n ret.radiance = lightColor.rgb * attenuation;\n ret.lightColor = lightColor;\n return ret;\n}\nLightInfo computeSpotLighting(\n vec3 worldPosition,\n vec4 lightPositionAndRange,\n vec4 lightDirection,\n vec4 lightColor\n) {\n LightInfo ret;\n vec3 lightDir = lightPositionAndRange.xyz - worldPosition;\n float attenuation = max(0., 1.0 - length(lightDir) / lightPositionAndRange.w);\n lightDir = normalize(lightDir);\n float cosConeAngle = max(0., dot(lightDirection.xyz, -lightDir));\n cosConeAngle = cosConeAngle < lightDirection.w ? 0. : cosConeAngle;\n cosConeAngle = pow(cosConeAngle, lightColor.w);\n ret.lightDir = lightDir;\n ret.radiance = lightColor.rgb * attenuation * cosConeAngle;\n ret.lightColor = lightColor;\n return ret;\n}\nstruct Lighting {\n vec3 diffuse;\n vec3 specular;\n};\nstruct ToonSurface {\n vec4 baseColor;\n vec3 specular;\n float specularThreshold;\n vec3 position;\n vec3 normal;\n vec3 viewDirection;\n vec3 emissive;\n vec3 shadowColor;\n float shadowIntensity;\n vec3 highlightColor;\n float lightThreshold;\n float lightSmoothness;\n};\nconst float T_H = 0.25;\nfloat TreshHoldLighting(float lThreshold, float smoothness, float v) {\n return smoothstep(lThreshold-smoothness*T_H, lThreshold+smoothness*T_H, v);\n}\nLighting toon (ToonSurface s, LightInfo info) {\n Lighting result;\n vec3 N = s.normal;\n vec3 L = info.lightDir;\n vec3 V = s.viewDirection;\n vec3 H = normalize(L + V);\n float NL = 0.5 * dot(N, L) + 0.5;\n float NH = 0.5 * dot(H, N) + 0.5;\n vec3 c = vec3(0.0);\n vec3 attenuation = info.radiance;\n vec3 lightColor = info.lightColor.rgb;\n vec3 shadowColor = mix(s.highlightColor * lightColor, s.shadowColor, s.shadowIntensity);\n vec3 diffuse = TreshHoldLighting(s.lightThreshold, s.lightSmoothness, NL) * attenuation;\n diffuse = mix(shadowColor, s.highlightColor * lightColor, diffuse);\n result.diffuse = diffuse * s.baseColor.rgb;\n float specularWeight = 1.0 - pow(s.specularThreshold, 5.0);\n float specularMask = step(specularWeight, NH);\n vec3 specular = s.specular.rgb * specularMask;\n result.specular = specular * attenuation;\n return result;\n}\nvec3 ambient(ToonSurface s, vec4 ambientColor) {\n return s.baseColor.rgb * ambientColor.rgb;\n}\nvec4 CCToonShading (ToonSurface s) {\n Lighting result;\n result.diffuse = vec3(0, 0, 0);\n result.specular = vec3(0, 0, 0);\n #if CC_NUM_LIGHTS > 0\n #if CC_LIGHT_0_TYPE == 3\n result.diffuse += ambient(s, cc_lightColor[0]);\n #else\n LightInfo info0;\n #if CC_LIGHT_0_TYPE == 0\n info0 = computeDirectionalLighting(cc_lightDirection[0], cc_lightColor[0]);\n #elif CC_LIGHT_0_TYPE == 1\n info0 = computePointLighting(s.position, cc_lightPositionAndRange[0], cc_lightColor[0]);\n #elif CC_LIGHT_0_TYPE == 2\n info0 = computeSpotLighting(s.position, cc_lightPositionAndRange[0], cc_lightDirection[0], cc_lightColor[0]);\n #endif\n Lighting result0 = toon(s, info0);\n #if CC_USE_SHADOW_MAP && CC_NUM_SHADOW_LIGHTS > 0\n float shadow_0 = 1.0;\n vec2 projCoords0 = v_posLightSpace[0].xy / v_posLightSpace[0].w;\n vec2 shadowUV0 = projCoords0 * 0.5 + vec2(0.5);\n if (shadowUV0.x >= 0.0 && shadowUV0.x <= 1.0 && shadowUV0.y >= 0.0 && shadowUV0.y <= 1.0) {\n float currentDepth0 = clamp(v_depth[0], 0.0, 1.0);\n #if CC_SHADOW_0_TYPE == 3\n shadow_0 = shadowPCF3X3(cc_shadow_map_0, shadowUV0, currentDepth0, cc_shadow_info[0].w, cc_shadow_info[0].z);\n #elif CC_SHADOW_0_TYPE == 4\n shadow_0 = shadowPCF5X5(cc_shadow_map_0, shadowUV0, currentDepth0, cc_shadow_info[0].w, cc_shadow_info[0].z);\n #else\n shadow_0 = shadowSimple(cc_shadow_map_0, shadowUV0, currentDepth0, cc_shadow_info[0].w);\n #endif\n shadow_0 = computeFallOff(shadow_0, projCoords0, 0.0);\n }\n result0.diffuse *= shadow_0;\n result0.specular *= shadow_0;\n #endif\n result.diffuse += result0.diffuse;\n result.specular += result0.specular;\n #endif\n #endif\n #if CC_NUM_LIGHTS > 1\n #if CC_LIGHT_1_TYPE == 3\n result.diffuse += ambient(s, cc_lightColor[1]);\n #else\n LightInfo info1;\n #if CC_LIGHT_1_TYPE == 0\n info1 = computeDirectionalLighting(cc_lightDirection[1], cc_lightColor[1]);\n #elif CC_LIGHT_1_TYPE == 1\n info1 = computePointLighting(s.position, cc_lightPositionAndRange[1], cc_lightColor[1]);\n #elif CC_LIGHT_1_TYPE == 2\n info1 = computeSpotLighting(s.position, cc_lightPositionAndRange[1], cc_lightDirection[1], cc_lightColor[1]);\n #endif\n Lighting result1 = toon(s, info1);\n #if CC_USE_SHADOW_MAP && CC_NUM_SHADOW_LIGHTS > 1\n float shadow_1 = 1.0;\n vec2 projCoords1 = v_posLightSpace[1].xy / v_posLightSpace[1].w;\n vec2 shadowUV1 = projCoords1 * 0.5 + vec2(0.5);\n if (shadowUV1.x >= 0.0 && shadowUV1.x <= 1.0 && shadowUV1.y >= 0.0 && shadowUV1.y <= 1.0) {\n float currentDepth1 = clamp(v_depth[1], 0.0, 1.0);\n #if CC_SHADOW_1_TYPE == 3\n shadow_1 = shadowPCF3X3(cc_shadow_map_1, shadowUV1, currentDepth1, cc_shadow_info[1].w, cc_shadow_info[1].z);\n #elif CC_SHADOW_1_TYPE == 4\n shadow_1 = shadowPCF5X5(cc_shadow_map_1, shadowUV1, currentDepth1, cc_shadow_info[1].w, cc_shadow_info[1].z);\n #else\n shadow_1 = shadowSimple(cc_shadow_map_1, shadowUV1, currentDepth1, cc_shadow_info[1].w);\n #endif\n shadow_1 = computeFallOff(shadow_1, projCoords1, 0.0);\n }\n result1.diffuse *= shadow_1;\n result1.specular *= shadow_1;\n #endif\n result.diffuse += result1.diffuse;\n result.specular += result1.specular;\n #endif\n #endif\n #if CC_NUM_LIGHTS > 2\n #if CC_LIGHT_2_TYPE == 3\n result.diffuse += ambient(s, cc_lightColor[2]);\n #else\n LightInfo info2;\n #if CC_LIGHT_2_TYPE == 0\n info2 = computeDirectionalLighting(cc_lightDirection[2], cc_lightColor[2]);\n #elif CC_LIGHT_2_TYPE == 1\n info2 = computePointLighting(s.position, cc_lightPositionAndRange[2], cc_lightColor[2]);\n #elif CC_LIGHT_2_TYPE == 2\n info2 = computeSpotLighting(s.position, cc_lightPositionAndRange[2], cc_lightDirection[2], cc_lightColor[2]);\n #endif\n Lighting result2 = toon(s, info2);\n #if CC_USE_SHADOW_MAP && CC_NUM_SHADOW_LIGHTS > 2\n float shadow_2 = 1.0;\n vec2 projCoords2 = v_posLightSpace[2].xy / v_posLightSpace[2].w;\n vec2 shadowUV2 = projCoords2 * 0.5 + vec2(0.5);\n if (shadowUV2.x >= 0.0 && shadowUV2.x <= 1.0 && shadowUV2.y >= 0.0 && shadowUV2.y <= 1.0) {\n float currentDepth2 = clamp(v_depth[2], 0.0, 1.0);\n #if CC_SHADOW_2_TYPE == 3\n shadow_2 = shadowPCF3X3(cc_shadow_map_2, shadowUV2, currentDepth2, cc_shadow_info[2].w, cc_shadow_info[2].z);\n #elif CC_SHADOW_2_TYPE == 4\n shadow_2 = shadowPCF5X5(cc_shadow_map_2, shadowUV2, currentDepth2, cc_shadow_info[2].w, cc_shadow_info[2].z);\n #else\n shadow_2 = shadowSimple(cc_shadow_map_2, shadowUV2, currentDepth2, cc_shadow_info[2].w);\n #endif\n shadow_2 = computeFallOff(shadow_2, projCoords2, 0.0);\n }\n result2.diffuse *= shadow_2;\n result2.specular *= shadow_2;\n #endif\n result.diffuse += result2.diffuse;\n result.specular += result2.specular;\n #endif\n #endif\n #if CC_NUM_LIGHTS > 3\n #if CC_LIGHT_3_TYPE == 3\n result.diffuse += ambient(s, cc_lightColor[3]);\n #else\n LightInfo info3;\n #if CC_LIGHT_3_TYPE == 0\n info3 = computeDirectionalLighting(cc_lightDirection[3], cc_lightColor[3]);\n #elif CC_LIGHT_3_TYPE == 1\n info3 = computePointLighting(s.position, cc_lightPositionAndRange[3], cc_lightColor[3]);\n #elif CC_LIGHT_3_TYPE == 2\n info3 = computeSpotLighting(s.position, cc_lightPositionAndRange[3], cc_lightDirection[3], cc_lightColor[3]);\n #endif\n Lighting result3 = toon(s, info3);\n #if CC_USE_SHADOW_MAP && CC_NUM_SHADOW_LIGHTS > 3\n float shadow_3 = 1.0;\n vec2 projCoords3 = v_posLightSpace[3].xy / v_posLightSpace[3].w;\n vec2 shadowUV3 = projCoords3 * 0.5 + vec2(0.5);\n if (shadowUV3.x >= 0.0 && shadowUV3.x <= 1.0 && shadowUV3.y >= 0.0 && shadowUV3.y <= 1.0) {\n float currentDepth3 = clamp(v_depth[3], 0.0, 1.0);\n #if CC_SHADOW_3_TYPE == 3\n shadow_3 = shadowPCF3X3(cc_shadow_map_3, shadowUV3, currentDepth3, cc_shadow_info[3].w, cc_shadow_info[3].z);\n #elif CC_SHADOW_3_TYPE == 4\n shadow_3 = shadowPCF5X5(cc_shadow_map_3, shadowUV3, currentDepth3, cc_shadow_info[3].w, cc_shadow_info[3].z);\n #else\n shadow_3 = shadowSimple(cc_shadow_map_3, shadowUV3, currentDepth3, cc_shadow_info[3].w);\n #endif\n shadow_3 = computeFallOff(shadow_3, projCoords3, 0.0);\n }\n result3.diffuse *= shadow_3;\n result3.specular *= shadow_3;\n #endif\n result.diffuse += result3.diffuse;\n result.specular += result3.specular;\n #endif\n #endif\n vec3 finalColor = result.diffuse + result.specular + s.emissive;\n return vec4(finalColor, s.baseColor.a);\n}\nvec4 CCFragOutput (vec4 color) {\n #if OUTPUT_TO_GAMMA\n color.rgb = sqrt(color.rgb);\n #endif\n\treturn color;\n}\nvarying vec3 v_position;\nvarying vec2 v_uv;\nvarying vec3 v_viewDirection;\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_BASE_COLOR_MAP\n uniform sampler2D baseColorMap;\n#endif\n#if USE_SPECULAR_MAP\n uniform sampler2D specularMap;\n#endif\n#if USE_EMISSIVE_MAP\n uniform sampler2D emissiveMap;\n#endif\nuniform vec4 specular;\nuniform vec4 emissive;\nuniform vec4 shadowColor;\nuniform vec4 highlightColor;\nuniform float specularThreshold;\nuniform float shadowIntensity;\nuniform float lightThreshold;\nuniform float lightSmoothness;\nvoid surf (out ToonSurface s) {\n #if USE_BASE_COLOR_MAP\n s.baseColor = vec4(1.);\n vec4 baseColorMap_tmp = texture2D(baseColorMap, v_uv);\n #if CC_USE_ALPHA_ATLAS_baseColorMap\n baseColorMap_tmp.a *= texture2D(baseColorMap, v_uv + vec2(0, 0.5)).r;\n #endif\n #if INPUT_IS_GAMMA\n s.baseColor.rgb *= (baseColorMap_tmp.rgb * baseColorMap_tmp.rgb);\n s.baseColor.a *= baseColorMap_tmp.a;\n #else\n s.baseColor *= baseColorMap_tmp;\n #endif\n #else\n s.baseColor = highlightColor;\n #endif\n s.normal = normalize(v_normal);\n #if USE_NORMAL_MAP\n vec3 nmmp = texture2D(normalMap, v_uv).xyz - vec3(0.5);\n s.normal = normalize(\n nmmp.x * normalize(v_tangent) +\n nmmp.y * normalize(v_bitangent) +\n nmmp.z * s.normal);\n #endif\n s.position = v_position;\n s.specular = specular.rgb * specular.a;\n #if USE_SPECULAR_MAP\n vec4 specularMap_tmp = texture2D(specularMap, v_uv);\n #if CC_USE_ALPHA_ATLAS_specularMap\n specularMap_tmp.a *= texture2D(specularMap, v_uv + vec2(0, 0.5)).r;\n #endif\n #if INPUT_IS_GAMMA\n s.specular.rgb *= (specularMap_tmp.rgb * specularMap_tmp.rgb);\n #else\n s.specular.rgb *= specularMap_tmp.rgb;\n #endif\n #endif\n s.emissive = emissive.rgb;\n #if USE_EMISSIVE_MAP\n vec4 emissiveMap_tmp = texture2D(emissiveMap, v_uv);\n #if CC_USE_ALPHA_ATLAS_emissiveMap\n emissiveMap_tmp.a *= texture2D(emissiveMap, v_uv + vec2(0, 0.5)).r;\n #endif\n #if INPUT_IS_GAMMA\n s.emissive.rgb *= (emissiveMap_tmp.rgb * emissiveMap_tmp.rgb);\n #else\n s.emissive.rgb *= emissiveMap_tmp.rgb;\n #endif\n #endif\n s.lightThreshold = lightThreshold;\n s.lightSmoothness = lightSmoothness;\n s.shadowColor = shadowColor.rgb;\n s.highlightColor = highlightColor.rgb;\n s.shadowIntensity = shadowIntensity;\n s.specularThreshold = specularThreshold;\n s.viewDirection = v_viewDirection;\n}\nvec4 frag () {\n ToonSurface s;\n surf(s);\n vec4 color = CCToonShading(s);\n return CCFragOutput(color);\n}\nvoid main() { gl_FragColor = frag(); }"
},
"builtins": {
"globals": {
"blocks": [
{
"name": "CCGlobal",
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},
{
"name": "CC_SHADOW",
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]
},
{
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}
],
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]
},
{
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}
]
},
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}
],
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}
},
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{
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},
{
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},
{
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]
},
{
"name": "CC_USE_ATTRIBUTE_UV0",
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"defines": []
},
{
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"defines": []
},
{
"name": "CC_USE_ATTRIBUTE_NORMAL",
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},
{
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},
{
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},
{
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},
{
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},
{
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},
{
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},
{
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},
{
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},
{
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],
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},
{
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],
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3
]
},
{
"name": "CC_SHADOW_2_TYPE",
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],
"range": [
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3
]
},
{
"name": "CC_LIGHT_3_TYPE",
"type": "number",
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],
"range": [
0,
3
]
},
{
"name": "CC_SHADOW_3_TYPE",
"type": "number",
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"CC_USE_SHADOW_MAP",
"CC_NUM_SHADOW_LIGHTS"
],
"range": [
0,
3
]
},
{
"name": "OUTPUT_TO_GAMMA",
"type": "boolean",
"defines": []
},
{
"name": "USE_BASE_COLOR_MAP",
"type": "boolean",
"defines": []
},
{
"name": "USE_SPECULAR_MAP",
"type": "boolean",
"defines": []
},
{
"name": "USE_EMISSIVE_MAP",
"type": "boolean",
"defines": []
},
{
"name": "CC_USE_ALPHA_ATLAS_baseColorMap",
"type": "boolean",
"defines": [
"USE_BASE_COLOR_MAP"
]
},
{
"name": "INPUT_IS_GAMMA",
"type": "boolean",
"defines": [
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]
},
{
"name": "CC_USE_ALPHA_ATLAS_specularMap",
"type": "boolean",
"defines": [
"USE_SPECULAR_MAP"
]
},
{
"name": "CC_USE_ALPHA_ATLAS_emissiveMap",
"type": "boolean",
"defines": [
"USE_EMISSIVE_MAP"
]
}
],
"blocks": [
{
"name": "SKINNING",
"members": [
{
"name": "jointsTextureSize",
"type": 14,
"count": 1
}
],
"defines": [
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"CC_USE_JOINTS_TEXTRUE"
],
"binding": 0
},
{
"name": "JOINT_MATRIX",
"members": [
{
"name": "jointMatrices",
"type": 26,
"count": 50
}
],
"defines": [
"CC_USE_SKINNING"
],
"binding": 1
},
{
"name": "ToonVert",
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{
"name": "tilingOffset",
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"count": 1
}
],
"defines": [],
"binding": 2
},
{
"name": "ToonFrag",
"members": [
{
"name": "colorScale",
"type": 16,
"count": 1
},
{
"name": "specular",
"type": 16,
"count": 1
},
{
"name": "emissive",
"type": 16,
"count": 1
},
{
"name": "shadowColor",
"type": 16,
"count": 1
},
{
"name": "highlightColor",
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"count": 1
},
{
"name": "specularThreshold",
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},
{
"name": "shadowIntensity",
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},
{
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},
{
"name": "lightSmoothness",
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}
],
"defines": [],
"binding": 3
}
],
"samplers": [
{
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],
"binding": 30
},
{
"name": "normalMap",
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"defines": [
"USE_NORMAL_MAP"
],
"binding": 31
},
{
"name": "baseColorMap",
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"defines": [
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},
{
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},
{
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}
],
"record": null,
"name": "builtin-toon|toon-vs:vert|toon-fs:frag"
}
]
}