Shenlong/library/imports/82/829a282c-b049-4019-bd38-5ac...

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{
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"vert": "\nprecision highp float;\nvec4 quaternionFromAxis(vec3 xAxis,vec3 yAxis,vec3 zAxis){\n mat3 m = mat3(xAxis,yAxis,zAxis);\n float trace = m[0][0] + m[1][1] + m[2][2];\n vec4 quat;\n if (trace > 0.) {\n float s = 0.5 / sqrt(trace + 1.0);\n quat.w = 0.25 / s;\n quat.x = (m[2][1] - m[1][2]) * s;\n quat.y = (m[0][2] - m[2][0]) * s;\n quat.z = (m[1][0] - m[0][1]) * s;\n } else if ((m[0][0] > m[1][1]) && (m[0][0] > m[2][2])) {\n float s = 2.0 * sqrt(1.0 + m[0][0] - m[1][1] - m[2][2]);\n quat.w = (m[2][1] - m[1][2]) / s;\n quat.x = 0.25 * s;\n quat.y = (m[0][1] + m[1][0]) / s;\n quat.z = (m[0][2] + m[2][0]) / s;\n } else if (m[1][1] > m[2][2]) {\n float s = 2.0 * sqrt(1.0 + m[1][1] - m[0][0] - m[2][2]);\n quat.w = (m[0][2] - m[2][0]) / s;\n quat.x = (m[0][1] + m[1][0]) / s;\n quat.y = 0.25 * s;\n quat.z = (m[1][2] + m[2][1]) / s;\n } else {\n float s = 2.0 * sqrt(1.0 + m[2][2] - m[0][0] - m[1][1]);\n quat.w = (m[1][0] - m[0][1]) / s;\n quat.x = (m[0][2] + m[2][0]) / s;\n quat.y = (m[1][2] + m[2][1]) / s;\n quat.z = 0.25 * s;\n }\n float len = quat.x * quat.x + quat.y * quat.y + quat.z * quat.z + quat.w * quat.w;\n if (len > 0.) {\n len = 1. / sqrt(len);\n quat.x = quat.x * len;\n quat.y = quat.y * len;\n quat.z = quat.z * len;\n quat.w = quat.w * len;\n }\n return quat;\n}\nvec4 quaternionFromEuler(vec3 angle){\n float x = angle.x / 2.;\n float y = angle.y / 2.;\n float z = angle.z / 2.;\n float sx = sin(x);\n float cx = cos(x);\n float sy = sin(y);\n float cy = cos(y);\n float sz = sin(z);\n float cz = cos(z);\n vec4 quat = vec4(0);\n quat.x = sx * cy * cz + cx * sy * sz;\n quat.y = cx * sy * cz + sx * cy * sz;\n quat.z = cx * cy * sz - sx * sy * cz;\n quat.w = cx * cy * cz - sx * sy * sz;\n return quat;\n}\nmat4 matrixFromRT(vec4 q, vec3 p){\n float x2 = q.x + q.x;\n float y2 = q.y + q.y;\n float z2 = q.z + q.z;\n float xx = q.x * x2;\n float xy = q.x * y2;\n float xz = q.x * z2;\n float yy = q.y * y2;\n float yz = q.y * z2;\n float zz = q.z * z2;\n float wx = q.w * x2;\n float wy = q.w * y2;\n float wz = q.w * z2;\n return mat4(\n 1. - (yy + zz), xy + wz, xz - wy, 0,\n xy - wz, 1. - (xx + zz), yz + wx, 0,\n xz + wy, yz - wx, 1. - (xx + yy), 0,\n p.x, p.y, p.z, 1\n );\n}\nmat4 matFromRTS(vec4 q, vec3 t, vec3 s){\n float x = q.x, y = q.y, z = q.z, w = q.w;\n float x2 = x + x;\n float y2 = y + y;\n float z2 = z + z;\n float xx = x * x2;\n float xy = x * y2;\n float xz = x * z2;\n float yy = y * y2;\n float yz = y * z2;\n float zz = z * z2;\n float wx = w * x2;\n float wy = w * y2;\n float wz = w * z2;\n float sx = s.x;\n float sy = s.y;\n float sz = s.z;\n return mat4((1. - (yy + zz)) * sx, (xy + wz) * sx, (xz - wy) * sx, 0,\n (xy - wz) * sy, (1. - (xx + zz)) * sy, (yz + wx) * sy, 0,\n (xz + wy) * sz, (yz - wx) * sz, (1. - (xx + yy)) * sz, 0,\n t.x, t.y, t.z, 1);\n}\nvec4 quatMultiply(vec4 a, vec4 b){\n vec4 quat;\n quat.x = a.x * b.w + a.w * b.x + a.y * b.z - a.z * b.y;\n quat.y = a.y * b.w + a.w * b.y + a.z * b.x - a.x * b.z;\n quat.z = a.z * b.w + a.w * b.z + a.x * b.y - a.y * b.x;\n quat.w = a.w * b.w - a.x * b.x - a.y * b.y - a.z * b.z;\n return quat;\n}\nvoid rotateVecFromQuat(inout vec3 v, vec4 q){\n float ix = q.w * v.x + q.y * v.z - q.z * v.y;\n float iy = q.w * v.y + q.z * v.x - q.x * v.z;\n float iz = q.w * v.z + q.x * v.y - q.y * v.x;\n float iw = -q.x * v.x - q.y * v.y - q.z * v.z;\n v.x = ix * q.w + iw * -q.x + iy * -q.z - iz * -q.y;\n v.y = iy * q.w + iw * -q.y + iz * -q.x - ix * -q.z;\n v.z = iz * q.w + iw * -q.z + ix * -q.y - iy * -q.x;\n}\nvec3 rotateInLocalSpace(vec3 pos, vec3 xAxis, vec3 yAxis, vec3 zAxis, vec4 q){\n float z = pos.z;\n float x = pos.x;\n
"frag": "\nprecision highp float;\nvec4 CCFragOutput (vec4 color) {\n #if OUTPUT_TO_GAMMA\n color.rgb = sqrt(color.rgb);\n #endif\n\treturn color;\n}\nin vec2 uv;\nin vec4 color;\nuniform sampler2D mainTexture;\nuniform FragConstants {\n vec4 tintColor;\n};\nvec4 add () {\n vec4 col = 2.0 * color * tintColor * texture(mainTexture, uv);\n return CCFragOutput(col);\n}\nout vec4 cc_FragColor;\nvoid main() { cc_FragColor = add(); }"
},
"glsl1": {
"vert": "\nprecision highp float;\nvec4 quaternionFromAxis(vec3 xAxis,vec3 yAxis,vec3 zAxis){\n mat3 m = mat3(xAxis,yAxis,zAxis);\n float trace = m[0][0] + m[1][1] + m[2][2];\n vec4 quat;\n if (trace > 0.) {\n float s = 0.5 / sqrt(trace + 1.0);\n quat.w = 0.25 / s;\n quat.x = (m[2][1] - m[1][2]) * s;\n quat.y = (m[0][2] - m[2][0]) * s;\n quat.z = (m[1][0] - m[0][1]) * s;\n } else if ((m[0][0] > m[1][1]) && (m[0][0] > m[2][2])) {\n float s = 2.0 * sqrt(1.0 + m[0][0] - m[1][1] - m[2][2]);\n quat.w = (m[2][1] - m[1][2]) / s;\n quat.x = 0.25 * s;\n quat.y = (m[0][1] + m[1][0]) / s;\n quat.z = (m[0][2] + m[2][0]) / s;\n } else if (m[1][1] > m[2][2]) {\n float s = 2.0 * sqrt(1.0 + m[1][1] - m[0][0] - m[2][2]);\n quat.w = (m[0][2] - m[2][0]) / s;\n quat.x = (m[0][1] + m[1][0]) / s;\n quat.y = 0.25 * s;\n quat.z = (m[1][2] + m[2][1]) / s;\n } else {\n float s = 2.0 * sqrt(1.0 + m[2][2] - m[0][0] - m[1][1]);\n quat.w = (m[1][0] - m[0][1]) / s;\n quat.x = (m[0][2] + m[2][0]) / s;\n quat.y = (m[1][2] + m[2][1]) / s;\n quat.z = 0.25 * s;\n }\n float len = quat.x * quat.x + quat.y * quat.y + quat.z * quat.z + quat.w * quat.w;\n if (len > 0.) {\n len = 1. / sqrt(len);\n quat.x = quat.x * len;\n quat.y = quat.y * len;\n quat.z = quat.z * len;\n quat.w = quat.w * len;\n }\n return quat;\n}\nvec4 quaternionFromEuler(vec3 angle){\n float x = angle.x / 2.;\n float y = angle.y / 2.;\n float z = angle.z / 2.;\n float sx = sin(x);\n float cx = cos(x);\n float sy = sin(y);\n float cy = cos(y);\n float sz = sin(z);\n float cz = cos(z);\n vec4 quat = vec4(0);\n quat.x = sx * cy * cz + cx * sy * sz;\n quat.y = cx * sy * cz + sx * cy * sz;\n quat.z = cx * cy * sz - sx * sy * cz;\n quat.w = cx * cy * cz - sx * sy * sz;\n return quat;\n}\nmat4 matrixFromRT(vec4 q, vec3 p){\n float x2 = q.x + q.x;\n float y2 = q.y + q.y;\n float z2 = q.z + q.z;\n float xx = q.x * x2;\n float xy = q.x * y2;\n float xz = q.x * z2;\n float yy = q.y * y2;\n float yz = q.y * z2;\n float zz = q.z * z2;\n float wx = q.w * x2;\n float wy = q.w * y2;\n float wz = q.w * z2;\n return mat4(\n 1. - (yy + zz), xy + wz, xz - wy, 0,\n xy - wz, 1. - (xx + zz), yz + wx, 0,\n xz + wy, yz - wx, 1. - (xx + yy), 0,\n p.x, p.y, p.z, 1\n );\n}\nmat4 matFromRTS(vec4 q, vec3 t, vec3 s){\n float x = q.x, y = q.y, z = q.z, w = q.w;\n float x2 = x + x;\n float y2 = y + y;\n float z2 = z + z;\n float xx = x * x2;\n float xy = x * y2;\n float xz = x * z2;\n float yy = y * y2;\n float yz = y * z2;\n float zz = z * z2;\n float wx = w * x2;\n float wy = w * y2;\n float wz = w * z2;\n float sx = s.x;\n float sy = s.y;\n float sz = s.z;\n return mat4((1. - (yy + zz)) * sx, (xy + wz) * sx, (xz - wy) * sx, 0,\n (xy - wz) * sy, (1. - (xx + zz)) * sy, (yz + wx) * sy, 0,\n (xz + wy) * sz, (yz - wx) * sz, (1. - (xx + yy)) * sz, 0,\n t.x, t.y, t.z, 1);\n}\nvec4 quatMultiply(vec4 a, vec4 b){\n vec4 quat;\n quat.x = a.x * b.w + a.w * b.x + a.y * b.z - a.z * b.y;\n quat.y = a.y * b.w + a.w * b.y + a.z * b.x - a.x * b.z;\n quat.z = a.z * b.w + a.w * b.z + a.x * b.y - a.y * b.x;\n quat.w = a.w * b.w - a.x * b.x - a.y * b.y - a.z * b.z;\n return quat;\n}\nvoid rotateVecFromQuat(inout vec3 v, vec4 q){\n float ix = q.w * v.x + q.y * v.z - q.z * v.y;\n float iy = q.w * v.y + q.z * v.x - q.x * v.z;\n float iz = q.w * v.z + q.x * v.y - q.y * v.x;\n float iw = -q.x * v.x - q.y * v.y - q.z * v.z;\n v.x = ix * q.w + iw * -q.x + iy * -q.z - iz * -q.y;\n v.y = iy * q.w + iw * -q.y + iz * -q.x - ix * -q.z;\n v.z = iz * q.w + iw * -q.z + ix * -q.y - iy * -q.x;\n}\nvec3 rotateInLocalSpace(vec3 pos, vec3 xAxis, vec3 yAxis, vec3 zAxis, vec4 q){\n float z = pos.z;\n float x = pos.x;\n
"frag": "\nprecision highp float;\nvec4 CCFragOutput (vec4 color) {\n #if OUTPUT_TO_GAMMA\n color.rgb = sqrt(color.rgb);\n #endif\n\treturn color;\n}\nvarying vec2 uv;\nvarying vec4 color;\nuniform sampler2D mainTexture;\nuniform vec4 tintColor;\nvec4 add () {\n vec4 col = 2.0 * color * tintColor * texture2D(mainTexture, uv);\n return CCFragOutput(col);\n}\nvoid main() { gl_FragColor = add(); }"
},
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},
"defines": [
{
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"type": "boolean",
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},
{
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"defines": []
},
{
"name": "CC_USE_HORIZONTAL_BILLBOARD",
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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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"hash": 1933642753,
"glsl3": {
"vert": "\nprecision highp float;\nvec4 quaternionFromAxis(vec3 xAxis,vec3 yAxis,vec3 zAxis){\n mat3 m = mat3(xAxis,yAxis,zAxis);\n float trace = m[0][0] + m[1][1] + m[2][2];\n vec4 quat;\n if (trace > 0.) {\n float s = 0.5 / sqrt(trace + 1.0);\n quat.w = 0.25 / s;\n quat.x = (m[2][1] - m[1][2]) * s;\n quat.y = (m[0][2] - m[2][0]) * s;\n quat.z = (m[1][0] - m[0][1]) * s;\n } else if ((m[0][0] > m[1][1]) && (m[0][0] > m[2][2])) {\n float s = 2.0 * sqrt(1.0 + m[0][0] - m[1][1] - m[2][2]);\n quat.w = (m[2][1] - m[1][2]) / s;\n quat.x = 0.25 * s;\n quat.y = (m[0][1] + m[1][0]) / s;\n quat.z = (m[0][2] + m[2][0]) / s;\n } else if (m[1][1] > m[2][2]) {\n float s = 2.0 * sqrt(1.0 + m[1][1] - m[0][0] - m[2][2]);\n quat.w = (m[0][2] - m[2][0]) / s;\n quat.x = (m[0][1] + m[1][0]) / s;\n quat.y = 0.25 * s;\n quat.z = (m[1][2] + m[2][1]) / s;\n } else {\n float s = 2.0 * sqrt(1.0 + m[2][2] - m[0][0] - m[1][1]);\n quat.w = (m[1][0] - m[0][1]) / s;\n quat.x = (m[0][2] + m[2][0]) / s;\n quat.y = (m[1][2] + m[2][1]) / s;\n quat.z = 0.25 * s;\n }\n float len = quat.x * quat.x + quat.y * quat.y + quat.z * quat.z + quat.w * quat.w;\n if (len > 0.) {\n len = 1. / sqrt(len);\n quat.x = quat.x * len;\n quat.y = quat.y * len;\n quat.z = quat.z * len;\n quat.w = quat.w * len;\n }\n return quat;\n}\nvec4 quaternionFromEuler(vec3 angle){\n float x = angle.x / 2.;\n float y = angle.y / 2.;\n float z = angle.z / 2.;\n float sx = sin(x);\n float cx = cos(x);\n float sy = sin(y);\n float cy = cos(y);\n float sz = sin(z);\n float cz = cos(z);\n vec4 quat = vec4(0);\n quat.x = sx * cy * cz + cx * sy * sz;\n quat.y = cx * sy * cz + sx * cy * sz;\n quat.z = cx * cy * sz - sx * sy * cz;\n quat.w = cx * cy * cz - sx * sy * sz;\n return quat;\n}\nmat4 matrixFromRT(vec4 q, vec3 p){\n float x2 = q.x + q.x;\n float y2 = q.y + q.y;\n float z2 = q.z + q.z;\n float xx = q.x * x2;\n float xy = q.x * y2;\n float xz = q.x * z2;\n float yy = q.y * y2;\n float yz = q.y * z2;\n float zz = q.z * z2;\n float wx = q.w * x2;\n float wy = q.w * y2;\n float wz = q.w * z2;\n return mat4(\n 1. - (yy + zz), xy + wz, xz - wy, 0,\n xy - wz, 1. - (xx + zz), yz + wx, 0,\n xz + wy, yz - wx, 1. - (xx + yy), 0,\n p.x, p.y, p.z, 1\n );\n}\nmat4 matFromRTS(vec4 q, vec3 t, vec3 s){\n float x = q.x, y = q.y, z = q.z, w = q.w;\n float x2 = x + x;\n float y2 = y + y;\n float z2 = z + z;\n float xx = x * x2;\n float xy = x * y2;\n float xz = x * z2;\n float yy = y * y2;\n float yz = y * z2;\n float zz = z * z2;\n float wx = w * x2;\n float wy = w * y2;\n float wz = w * z2;\n float sx = s.x;\n float sy = s.y;\n float sz = s.z;\n return mat4((1. - (yy + zz)) * sx, (xy + wz) * sx, (xz - wy) * sx, 0,\n (xy - wz) * sy, (1. - (xx + zz)) * sy, (yz + wx) * sy, 0,\n (xz + wy) * sz, (yz - wx) * sz, (1. - (xx + yy)) * sz, 0,\n t.x, t.y, t.z, 1);\n}\nvec4 quatMultiply(vec4 a, vec4 b){\n vec4 quat;\n quat.x = a.x * b.w + a.w * b.x + a.y * b.z - a.z * b.y;\n quat.y = a.y * b.w + a.w * b.y + a.z * b.x - a.x * b.z;\n quat.z = a.z * b.w + a.w * b.z + a.x * b.y - a.y * b.x;\n quat.w = a.w * b.w - a.x * b.x - a.y * b.y - a.z * b.z;\n return quat;\n}\nvoid rotateVecFromQuat(inout vec3 v, vec4 q){\n float ix = q.w * v.x + q.y * v.z - q.z * v.y;\n float iy = q.w * v.y + q.z * v.x - q.x * v.z;\n float iz = q.w * v.z + q.x * v.y - q.y * v.x;\n float iw = -q.x * v.x - q.y * v.y - q.z * v.z;\n v.x = ix * q.w + iw * -q.x + iy * -q.z - iz * -q.y;\n v.y = iy * q.w + iw * -q.y + iz * -q.x - ix * -q.z;\n v.z = iz * q.w + iw * -q.z + ix * -q.y - iy * -q.x;\n}\nvec3 rotateInLocalSpace(vec3 pos, vec3 xAxis, vec3 yAxis, vec3 zAxis, vec4 q){\n float z = pos.z;\n float x = pos.x;\n
"frag": "\nprecision highp float;\nvec4 CCFragOutput (vec4 color) {\n #if OUTPUT_TO_GAMMA\n color.rgb = sqrt(color.rgb);\n #endif\n\treturn color;\n}\nin vec2 uv;\nin vec4 color;\nuniform sampler2D mainTexture;\nuniform FragConstants {\n vec4 tintColor;\n};\nvec4 multiply () {\n vec4 col;\n vec4 texColor = texture(mainTexture, uv);\n col.rgb = tintColor.rgb * texColor.rgb * color.rgb * vec3(2.0);\n col.a = (1.0 - texColor.a) * (tintColor.a * color.a * 2.0);\n return CCFragOutput(col);\n}\nout vec4 cc_FragColor;\nvoid main() { cc_FragColor = multiply(); }"
},
"glsl1": {
"vert": "\nprecision highp float;\nvec4 quaternionFromAxis(vec3 xAxis,vec3 yAxis,vec3 zAxis){\n mat3 m = mat3(xAxis,yAxis,zAxis);\n float trace = m[0][0] + m[1][1] + m[2][2];\n vec4 quat;\n if (trace > 0.) {\n float s = 0.5 / sqrt(trace + 1.0);\n quat.w = 0.25 / s;\n quat.x = (m[2][1] - m[1][2]) * s;\n quat.y = (m[0][2] - m[2][0]) * s;\n quat.z = (m[1][0] - m[0][1]) * s;\n } else if ((m[0][0] > m[1][1]) && (m[0][0] > m[2][2])) {\n float s = 2.0 * sqrt(1.0 + m[0][0] - m[1][1] - m[2][2]);\n quat.w = (m[2][1] - m[1][2]) / s;\n quat.x = 0.25 * s;\n quat.y = (m[0][1] + m[1][0]) / s;\n quat.z = (m[0][2] + m[2][0]) / s;\n } else if (m[1][1] > m[2][2]) {\n float s = 2.0 * sqrt(1.0 + m[1][1] - m[0][0] - m[2][2]);\n quat.w = (m[0][2] - m[2][0]) / s;\n quat.x = (m[0][1] + m[1][0]) / s;\n quat.y = 0.25 * s;\n quat.z = (m[1][2] + m[2][1]) / s;\n } else {\n float s = 2.0 * sqrt(1.0 + m[2][2] - m[0][0] - m[1][1]);\n quat.w = (m[1][0] - m[0][1]) / s;\n quat.x = (m[0][2] + m[2][0]) / s;\n quat.y = (m[1][2] + m[2][1]) / s;\n quat.z = 0.25 * s;\n }\n float len = quat.x * quat.x + quat.y * quat.y + quat.z * quat.z + quat.w * quat.w;\n if (len > 0.) {\n len = 1. / sqrt(len);\n quat.x = quat.x * len;\n quat.y = quat.y * len;\n quat.z = quat.z * len;\n quat.w = quat.w * len;\n }\n return quat;\n}\nvec4 quaternionFromEuler(vec3 angle){\n float x = angle.x / 2.;\n float y = angle.y / 2.;\n float z = angle.z / 2.;\n float sx = sin(x);\n float cx = cos(x);\n float sy = sin(y);\n float cy = cos(y);\n float sz = sin(z);\n float cz = cos(z);\n vec4 quat = vec4(0);\n quat.x = sx * cy * cz + cx * sy * sz;\n quat.y = cx * sy * cz + sx * cy * sz;\n quat.z = cx * cy * sz - sx * sy * cz;\n quat.w = cx * cy * cz - sx * sy * sz;\n return quat;\n}\nmat4 matrixFromRT(vec4 q, vec3 p){\n float x2 = q.x + q.x;\n float y2 = q.y + q.y;\n float z2 = q.z + q.z;\n float xx = q.x * x2;\n float xy = q.x * y2;\n float xz = q.x * z2;\n float yy = q.y * y2;\n float yz = q.y * z2;\n float zz = q.z * z2;\n float wx = q.w * x2;\n float wy = q.w * y2;\n float wz = q.w * z2;\n return mat4(\n 1. - (yy + zz), xy + wz, xz - wy, 0,\n xy - wz, 1. - (xx + zz), yz + wx, 0,\n xz + wy, yz - wx, 1. - (xx + yy), 0,\n p.x, p.y, p.z, 1\n );\n}\nmat4 matFromRTS(vec4 q, vec3 t, vec3 s){\n float x = q.x, y = q.y, z = q.z, w = q.w;\n float x2 = x + x;\n float y2 = y + y;\n float z2 = z + z;\n float xx = x * x2;\n float xy = x * y2;\n float xz = x * z2;\n float yy = y * y2;\n float yz = y * z2;\n float zz = z * z2;\n float wx = w * x2;\n float wy = w * y2;\n float wz = w * z2;\n float sx = s.x;\n float sy = s.y;\n float sz = s.z;\n return mat4((1. - (yy + zz)) * sx, (xy + wz) * sx, (xz - wy) * sx, 0,\n (xy - wz) * sy, (1. - (xx + zz)) * sy, (yz + wx) * sy, 0,\n (xz + wy) * sz, (yz - wx) * sz, (1. - (xx + yy)) * sz, 0,\n t.x, t.y, t.z, 1);\n}\nvec4 quatMultiply(vec4 a, vec4 b){\n vec4 quat;\n quat.x = a.x * b.w + a.w * b.x + a.y * b.z - a.z * b.y;\n quat.y = a.y * b.w + a.w * b.y + a.z * b.x - a.x * b.z;\n quat.z = a.z * b.w + a.w * b.z + a.x * b.y - a.y * b.x;\n quat.w = a.w * b.w - a.x * b.x - a.y * b.y - a.z * b.z;\n return quat;\n}\nvoid rotateVecFromQuat(inout vec3 v, vec4 q){\n float ix = q.w * v.x + q.y * v.z - q.z * v.y;\n float iy = q.w * v.y + q.z * v.x - q.x * v.z;\n float iz = q.w * v.z + q.x * v.y - q.y * v.x;\n float iw = -q.x * v.x - q.y * v.y - q.z * v.z;\n v.x = ix * q.w + iw * -q.x + iy * -q.z - iz * -q.y;\n v.y = iy * q.w + iw * -q.y + iz * -q.x - ix * -q.z;\n v.z = iz * q.w + iw * -q.z + ix * -q.y - iy * -q.x;\n}\nvec3 rotateInLocalSpace(vec3 pos, vec3 xAxis, vec3 yAxis, vec3 zAxis, vec4 q){\n float z = pos.z;\n float x = pos.x;\n
"frag": "\nprecision highp float;\nvec4 CCFragOutput (vec4 color) {\n #if OUTPUT_TO_GAMMA\n color.rgb = sqrt(color.rgb);\n #endif\n\treturn color;\n}\nvarying vec2 uv;\nvarying vec4 color;\nuniform sampler2D mainTexture;\nuniform vec4 tintColor;\nvec4 multiply () {\n vec4 col;\n vec4 texColor = texture2D(mainTexture, uv);\n col.rgb = tintColor.rgb * texColor.rgb * color.rgb * vec3(2.0);\n col.a = (1.0 - texColor.a) * (tintColor.a * color.a * 2.0);\n return CCFragOutput(col);\n}\nvoid main() { gl_FragColor = multiply(); }"
},
"builtins": {
"globals": {
"blocks": [
{
"name": "CCGlobal",
"defines": []
}
],
"samplers": []
},
"locals": {
"blocks": [
{
"name": "CCLocal",
"defines": []
}
],
"samplers": []
}
},
"defines": [
{
"name": "CC_USE_BILLBOARD",
"type": "boolean",
"defines": []
},
{
"name": "CC_USE_STRETCHED_BILLBOARD",
"type": "boolean",
"defines": []
},
{
"name": "CC_USE_HORIZONTAL_BILLBOARD",
"type": "boolean",
"defines": []
},
{
"name": "CC_USE_VERTICAL_BILLBOARD",
"type": "boolean",
"defines": []
},
{
"name": "CC_USE_MESH",
"type": "boolean",
"defines": []
},
{
"name": "CC_USE_WORLD_SPACE",
"type": "boolean",
"defines": []
},
{
"name": "OUTPUT_TO_GAMMA",
"type": "boolean",
"defines": []
}
],
"blocks": [
{
"name": "Constants",
"members": [
{
"name": "mainTiling_Offset",
"type": 16,
"count": 1
},
{
"name": "frameTile_velLenScale",
"type": 16,
"count": 1
},
{
"name": "scale",
"type": 16,
"count": 1
}
],
"defines": [],
"binding": 0
},
{
"name": "FragConstants",
"members": [
{
"name": "tintColor",
"type": 16,
"count": 1
}
],
"defines": [],
"binding": 1
}
],
"samplers": [
{
"name": "mainTexture",
"type": 29,
"count": 1,
"defines": [],
"binding": 30
}
],
"record": null,
"name": "builtin-3d-particle|particle-vs-legacy:lpvs_main|tinted-fs:multiply"
},
{
"hash": 1851787849,
"glsl3": {
"vert": "\nprecision highp float;\nvec4 quaternionFromAxis(vec3 xAxis,vec3 yAxis,vec3 zAxis){\n mat3 m = mat3(xAxis,yAxis,zAxis);\n float trace = m[0][0] + m[1][1] + m[2][2];\n vec4 quat;\n if (trace > 0.) {\n float s = 0.5 / sqrt(trace + 1.0);\n quat.w = 0.25 / s;\n quat.x = (m[2][1] - m[1][2]) * s;\n quat.y = (m[0][2] - m[2][0]) * s;\n quat.z = (m[1][0] - m[0][1]) * s;\n } else if ((m[0][0] > m[1][1]) && (m[0][0] > m[2][2])) {\n float s = 2.0 * sqrt(1.0 + m[0][0] - m[1][1] - m[2][2]);\n quat.w = (m[2][1] - m[1][2]) / s;\n quat.x = 0.25 * s;\n quat.y = (m[0][1] + m[1][0]) / s;\n quat.z = (m[0][2] + m[2][0]) / s;\n } else if (m[1][1] > m[2][2]) {\n float s = 2.0 * sqrt(1.0 + m[1][1] - m[0][0] - m[2][2]);\n quat.w = (m[0][2] - m[2][0]) / s;\n quat.x = (m[0][1] + m[1][0]) / s;\n quat.y = 0.25 * s;\n quat.z = (m[1][2] + m[2][1]) / s;\n } else {\n float s = 2.0 * sqrt(1.0 + m[2][2] - m[0][0] - m[1][1]);\n quat.w = (m[1][0] - m[0][1]) / s;\n quat.x = (m[0][2] + m[2][0]) / s;\n quat.y = (m[1][2] + m[2][1]) / s;\n quat.z = 0.25 * s;\n }\n float len = quat.x * quat.x + quat.y * quat.y + quat.z * quat.z + quat.w * quat.w;\n if (len > 0.) {\n len = 1. / sqrt(len);\n quat.x = quat.x * len;\n quat.y = quat.y * len;\n quat.z = quat.z * len;\n quat.w = quat.w * len;\n }\n return quat;\n}\nvec4 quaternionFromEuler(vec3 angle){\n float x = angle.x / 2.;\n float y = angle.y / 2.;\n float z = angle.z / 2.;\n float sx = sin(x);\n float cx = cos(x);\n float sy = sin(y);\n float cy = cos(y);\n float sz = sin(z);\n float cz = cos(z);\n vec4 quat = vec4(0);\n quat.x = sx * cy * cz + cx * sy * sz;\n quat.y = cx * sy * cz + sx * cy * sz;\n quat.z = cx * cy * sz - sx * sy * cz;\n quat.w = cx * cy * cz - sx * sy * sz;\n return quat;\n}\nmat4 matrixFromRT(vec4 q, vec3 p){\n float x2 = q.x + q.x;\n float y2 = q.y + q.y;\n float z2 = q.z + q.z;\n float xx = q.x * x2;\n float xy = q.x * y2;\n float xz = q.x * z2;\n float yy = q.y * y2;\n float yz = q.y * z2;\n float zz = q.z * z2;\n float wx = q.w * x2;\n float wy = q.w * y2;\n float wz = q.w * z2;\n return mat4(\n 1. - (yy + zz), xy + wz, xz - wy, 0,\n xy - wz, 1. - (xx + zz), yz + wx, 0,\n xz + wy, yz - wx, 1. - (xx + yy), 0,\n p.x, p.y, p.z, 1\n );\n}\nmat4 matFromRTS(vec4 q, vec3 t, vec3 s){\n float x = q.x, y = q.y, z = q.z, w = q.w;\n float x2 = x + x;\n float y2 = y + y;\n float z2 = z + z;\n float xx = x * x2;\n float xy = x * y2;\n float xz = x * z2;\n float yy = y * y2;\n float yz = y * z2;\n float zz = z * z2;\n float wx = w * x2;\n float wy = w * y2;\n float wz = w * z2;\n float sx = s.x;\n float sy = s.y;\n float sz = s.z;\n return mat4((1. - (yy + zz)) * sx, (xy + wz) * sx, (xz - wy) * sx, 0,\n (xy - wz) * sy, (1. - (xx + zz)) * sy, (yz + wx) * sy, 0,\n (xz + wy) * sz, (yz - wx) * sz, (1. - (xx + yy)) * sz, 0,\n t.x, t.y, t.z, 1);\n}\nvec4 quatMultiply(vec4 a, vec4 b){\n vec4 quat;\n quat.x = a.x * b.w + a.w * b.x + a.y * b.z - a.z * b.y;\n quat.y = a.y * b.w + a.w * b.y + a.z * b.x - a.x * b.z;\n quat.z = a.z * b.w + a.w * b.z + a.x * b.y - a.y * b.x;\n quat.w = a.w * b.w - a.x * b.x - a.y * b.y - a.z * b.z;\n return quat;\n}\nvoid rotateVecFromQuat(inout vec3 v, vec4 q){\n float ix = q.w * v.x + q.y * v.z - q.z * v.y;\n float iy = q.w * v.y + q.z * v.x - q.x * v.z;\n float iz = q.w * v.z + q.x * v.y - q.y * v.x;\n float iw = -q.x * v.x - q.y * v.y - q.z * v.z;\n v.x = ix * q.w + iw * -q.x + iy * -q.z - iz * -q.y;\n v.y = iy * q.w + iw * -q.y + iz * -q.x - ix * -q.z;\n v.z = iz * q.w + iw * -q.z + ix * -q.y - iy * -q.x;\n}\nvec3 rotateInLocalSpace(vec3 pos, vec3 xAxis, vec3 yAxis, vec3 zAxis, vec4 q){\n float z = pos.z;\n float x = pos.x;\n
"frag": "\nprecision highp float;\nvec4 CCFragOutput (vec4 color) {\n #if OUTPUT_TO_GAMMA\n color.rgb = sqrt(color.rgb);\n #endif\n\treturn color;\n}\nin vec2 uv;\nin vec4 color;\nuniform sampler2D mainTexture;\nvec4 addSmooth () {\n vec4 col = color * texture(mainTexture, uv);\n col.rgb *= col.a;\n return CCFragOutput(col);\n}\nout vec4 cc_FragColor;\nvoid main() { cc_FragColor = addSmooth(); }"
},
"glsl1": {
"vert": "\nprecision highp float;\nvec4 quaternionFromAxis(vec3 xAxis,vec3 yAxis,vec3 zAxis){\n mat3 m = mat3(xAxis,yAxis,zAxis);\n float trace = m[0][0] + m[1][1] + m[2][2];\n vec4 quat;\n if (trace > 0.) {\n float s = 0.5 / sqrt(trace + 1.0);\n quat.w = 0.25 / s;\n quat.x = (m[2][1] - m[1][2]) * s;\n quat.y = (m[0][2] - m[2][0]) * s;\n quat.z = (m[1][0] - m[0][1]) * s;\n } else if ((m[0][0] > m[1][1]) && (m[0][0] > m[2][2])) {\n float s = 2.0 * sqrt(1.0 + m[0][0] - m[1][1] - m[2][2]);\n quat.w = (m[2][1] - m[1][2]) / s;\n quat.x = 0.25 * s;\n quat.y = (m[0][1] + m[1][0]) / s;\n quat.z = (m[0][2] + m[2][0]) / s;\n } else if (m[1][1] > m[2][2]) {\n float s = 2.0 * sqrt(1.0 + m[1][1] - m[0][0] - m[2][2]);\n quat.w = (m[0][2] - m[2][0]) / s;\n quat.x = (m[0][1] + m[1][0]) / s;\n quat.y = 0.25 * s;\n quat.z = (m[1][2] + m[2][1]) / s;\n } else {\n float s = 2.0 * sqrt(1.0 + m[2][2] - m[0][0] - m[1][1]);\n quat.w = (m[1][0] - m[0][1]) / s;\n quat.x = (m[0][2] + m[2][0]) / s;\n quat.y = (m[1][2] + m[2][1]) / s;\n quat.z = 0.25 * s;\n }\n float len = quat.x * quat.x + quat.y * quat.y + quat.z * quat.z + quat.w * quat.w;\n if (len > 0.) {\n len = 1. / sqrt(len);\n quat.x = quat.x * len;\n quat.y = quat.y * len;\n quat.z = quat.z * len;\n quat.w = quat.w * len;\n }\n return quat;\n}\nvec4 quaternionFromEuler(vec3 angle){\n float x = angle.x / 2.;\n float y = angle.y / 2.;\n float z = angle.z / 2.;\n float sx = sin(x);\n float cx = cos(x);\n float sy = sin(y);\n float cy = cos(y);\n float sz = sin(z);\n float cz = cos(z);\n vec4 quat = vec4(0);\n quat.x = sx * cy * cz + cx * sy * sz;\n quat.y = cx * sy * cz + sx * cy * sz;\n quat.z = cx * cy * sz - sx * sy * cz;\n quat.w = cx * cy * cz - sx * sy * sz;\n return quat;\n}\nmat4 matrixFromRT(vec4 q, vec3 p){\n float x2 = q.x + q.x;\n float y2 = q.y + q.y;\n float z2 = q.z + q.z;\n float xx = q.x * x2;\n float xy = q.x * y2;\n float xz = q.x * z2;\n float yy = q.y * y2;\n float yz = q.y * z2;\n float zz = q.z * z2;\n float wx = q.w * x2;\n float wy = q.w * y2;\n float wz = q.w * z2;\n return mat4(\n 1. - (yy + zz), xy + wz, xz - wy, 0,\n xy - wz, 1. - (xx + zz), yz + wx, 0,\n xz + wy, yz - wx, 1. - (xx + yy), 0,\n p.x, p.y, p.z, 1\n );\n}\nmat4 matFromRTS(vec4 q, vec3 t, vec3 s){\n float x = q.x, y = q.y, z = q.z, w = q.w;\n float x2 = x + x;\n float y2 = y + y;\n float z2 = z + z;\n float xx = x * x2;\n float xy = x * y2;\n float xz = x * z2;\n float yy = y * y2;\n float yz = y * z2;\n float zz = z * z2;\n float wx = w * x2;\n float wy = w * y2;\n float wz = w * z2;\n float sx = s.x;\n float sy = s.y;\n float sz = s.z;\n return mat4((1. - (yy + zz)) * sx, (xy + wz) * sx, (xz - wy) * sx, 0,\n (xy - wz) * sy, (1. - (xx + zz)) * sy, (yz + wx) * sy, 0,\n (xz + wy) * sz, (yz - wx) * sz, (1. - (xx + yy)) * sz, 0,\n t.x, t.y, t.z, 1);\n}\nvec4 quatMultiply(vec4 a, vec4 b){\n vec4 quat;\n quat.x = a.x * b.w + a.w * b.x + a.y * b.z - a.z * b.y;\n quat.y = a.y * b.w + a.w * b.y + a.z * b.x - a.x * b.z;\n quat.z = a.z * b.w + a.w * b.z + a.x * b.y - a.y * b.x;\n quat.w = a.w * b.w - a.x * b.x - a.y * b.y - a.z * b.z;\n return quat;\n}\nvoid rotateVecFromQuat(inout vec3 v, vec4 q){\n float ix = q.w * v.x + q.y * v.z - q.z * v.y;\n float iy = q.w * v.y + q.z * v.x - q.x * v.z;\n float iz = q.w * v.z + q.x * v.y - q.y * v.x;\n float iw = -q.x * v.x - q.y * v.y - q.z * v.z;\n v.x = ix * q.w + iw * -q.x + iy * -q.z - iz * -q.y;\n v.y = iy * q.w + iw * -q.y + iz * -q.x - ix * -q.z;\n v.z = iz * q.w + iw * -q.z + ix * -q.y - iy * -q.x;\n}\nvec3 rotateInLocalSpace(vec3 pos, vec3 xAxis, vec3 yAxis, vec3 zAxis, vec4 q){\n float z = pos.z;\n float x = pos.x;\n
"frag": "\nprecision highp float;\nvec4 CCFragOutput (vec4 color) {\n #if OUTPUT_TO_GAMMA\n color.rgb = sqrt(color.rgb);\n #endif\n\treturn color;\n}\nvarying vec2 uv;\nvarying vec4 color;\nuniform sampler2D mainTexture;\nvec4 addSmooth () {\n vec4 col = color * texture2D(mainTexture, uv);\n col.rgb *= col.a;\n return CCFragOutput(col);\n}\nvoid main() { gl_FragColor = addSmooth(); }"
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"defines": [
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"name": "CC_USE_BILLBOARD",
"type": "boolean",
"defines": []
},
{
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"type": "boolean",
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},
{
"name": "CC_USE_HORIZONTAL_BILLBOARD",
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{
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"type": "boolean",
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{
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},
{
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],
"blocks": [
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{
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"glsl3": {
"vert": "\nprecision highp float;\nvec4 quaternionFromAxis(vec3 xAxis,vec3 yAxis,vec3 zAxis){\n mat3 m = mat3(xAxis,yAxis,zAxis);\n float trace = m[0][0] + m[1][1] + m[2][2];\n vec4 quat;\n if (trace > 0.) {\n float s = 0.5 / sqrt(trace + 1.0);\n quat.w = 0.25 / s;\n quat.x = (m[2][1] - m[1][2]) * s;\n quat.y = (m[0][2] - m[2][0]) * s;\n quat.z = (m[1][0] - m[0][1]) * s;\n } else if ((m[0][0] > m[1][1]) && (m[0][0] > m[2][2])) {\n float s = 2.0 * sqrt(1.0 + m[0][0] - m[1][1] - m[2][2]);\n quat.w = (m[2][1] - m[1][2]) / s;\n quat.x = 0.25 * s;\n quat.y = (m[0][1] + m[1][0]) / s;\n quat.z = (m[0][2] + m[2][0]) / s;\n } else if (m[1][1] > m[2][2]) {\n float s = 2.0 * sqrt(1.0 + m[1][1] - m[0][0] - m[2][2]);\n quat.w = (m[0][2] - m[2][0]) / s;\n quat.x = (m[0][1] + m[1][0]) / s;\n quat.y = 0.25 * s;\n quat.z = (m[1][2] + m[2][1]) / s;\n } else {\n float s = 2.0 * sqrt(1.0 + m[2][2] - m[0][0] - m[1][1]);\n quat.w = (m[1][0] - m[0][1]) / s;\n quat.x = (m[0][2] + m[2][0]) / s;\n quat.y = (m[1][2] + m[2][1]) / s;\n quat.z = 0.25 * s;\n }\n float len = quat.x * quat.x + quat.y * quat.y + quat.z * quat.z + quat.w * quat.w;\n if (len > 0.) {\n len = 1. / sqrt(len);\n quat.x = quat.x * len;\n quat.y = quat.y * len;\n quat.z = quat.z * len;\n quat.w = quat.w * len;\n }\n return quat;\n}\nvec4 quaternionFromEuler(vec3 angle){\n float x = angle.x / 2.;\n float y = angle.y / 2.;\n float z = angle.z / 2.;\n float sx = sin(x);\n float cx = cos(x);\n float sy = sin(y);\n float cy = cos(y);\n float sz = sin(z);\n float cz = cos(z);\n vec4 quat = vec4(0);\n quat.x = sx * cy * cz + cx * sy * sz;\n quat.y = cx * sy * cz + sx * cy * sz;\n quat.z = cx * cy * sz - sx * sy * cz;\n quat.w = cx * cy * cz - sx * sy * sz;\n return quat;\n}\nmat4 matrixFromRT(vec4 q, vec3 p){\n float x2 = q.x + q.x;\n float y2 = q.y + q.y;\n float z2 = q.z + q.z;\n float xx = q.x * x2;\n float xy = q.x * y2;\n float xz = q.x * z2;\n float yy = q.y * y2;\n float yz = q.y * z2;\n float zz = q.z * z2;\n float wx = q.w * x2;\n float wy = q.w * y2;\n float wz = q.w * z2;\n return mat4(\n 1. - (yy + zz), xy + wz, xz - wy, 0,\n xy - wz, 1. - (xx + zz), yz + wx, 0,\n xz + wy, yz - wx, 1. - (xx + yy), 0,\n p.x, p.y, p.z, 1\n );\n}\nmat4 matFromRTS(vec4 q, vec3 t, vec3 s){\n float x = q.x, y = q.y, z = q.z, w = q.w;\n float x2 = x + x;\n float y2 = y + y;\n float z2 = z + z;\n float xx = x * x2;\n float xy = x * y2;\n float xz = x * z2;\n float yy = y * y2;\n float yz = y * z2;\n float zz = z * z2;\n float wx = w * x2;\n float wy = w * y2;\n float wz = w * z2;\n float sx = s.x;\n float sy = s.y;\n float sz = s.z;\n return mat4((1. - (yy + zz)) * sx, (xy + wz) * sx, (xz - wy) * sx, 0,\n (xy - wz) * sy, (1. - (xx + zz)) * sy, (yz + wx) * sy, 0,\n (xz + wy) * sz, (yz - wx) * sz, (1. - (xx + yy)) * sz, 0,\n t.x, t.y, t.z, 1);\n}\nvec4 quatMultiply(vec4 a, vec4 b){\n vec4 quat;\n quat.x = a.x * b.w + a.w * b.x + a.y * b.z - a.z * b.y;\n quat.y = a.y * b.w + a.w * b.y + a.z * b.x - a.x * b.z;\n quat.z = a.z * b.w + a.w * b.z + a.x * b.y - a.y * b.x;\n quat.w = a.w * b.w - a.x * b.x - a.y * b.y - a.z * b.z;\n return quat;\n}\nvoid rotateVecFromQuat(inout vec3 v, vec4 q){\n float ix = q.w * v.x + q.y * v.z - q.z * v.y;\n float iy = q.w * v.y + q.z * v.x - q.x * v.z;\n float iz = q.w * v.z + q.x * v.y - q.y * v.x;\n float iw = -q.x * v.x - q.y * v.y - q.z * v.z;\n v.x = ix * q.w + iw * -q.x + iy * -q.z - iz * -q.y;\n v.y = iy * q.w + iw * -q.y + iz * -q.x - ix * -q.z;\n v.z = iz * q.w + iw * -q.z + ix * -q.y - iy * -q.x;\n}\nvec3 rotateInLocalSpace(vec3 pos, vec3 xAxis, vec3 yAxis, vec3 zAxis, vec4 q){\n float z = pos.z;\n float x = pos.x;\n
"frag": "\nprecision highp float;\nvec4 CCFragOutput (vec4 color) {\n #if OUTPUT_TO_GAMMA\n color.rgb = sqrt(color.rgb);\n #endif\n\treturn color;\n}\nin vec2 uv;\nin vec4 color;\nuniform sampler2D mainTexture;\nvec4 premultiplied () {\n vec4 col = color * texture(mainTexture, uv) * color.a;\n return CCFragOutput(col);\n}\nout vec4 cc_FragColor;\nvoid main() { cc_FragColor = premultiplied(); }"
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"glsl1": {
"vert": "\nprecision highp float;\nvec4 quaternionFromAxis(vec3 xAxis,vec3 yAxis,vec3 zAxis){\n mat3 m = mat3(xAxis,yAxis,zAxis);\n float trace = m[0][0] + m[1][1] + m[2][2];\n vec4 quat;\n if (trace > 0.) {\n float s = 0.5 / sqrt(trace + 1.0);\n quat.w = 0.25 / s;\n quat.x = (m[2][1] - m[1][2]) * s;\n quat.y = (m[0][2] - m[2][0]) * s;\n quat.z = (m[1][0] - m[0][1]) * s;\n } else if ((m[0][0] > m[1][1]) && (m[0][0] > m[2][2])) {\n float s = 2.0 * sqrt(1.0 + m[0][0] - m[1][1] - m[2][2]);\n quat.w = (m[2][1] - m[1][2]) / s;\n quat.x = 0.25 * s;\n quat.y = (m[0][1] + m[1][0]) / s;\n quat.z = (m[0][2] + m[2][0]) / s;\n } else if (m[1][1] > m[2][2]) {\n float s = 2.0 * sqrt(1.0 + m[1][1] - m[0][0] - m[2][2]);\n quat.w = (m[0][2] - m[2][0]) / s;\n quat.x = (m[0][1] + m[1][0]) / s;\n quat.y = 0.25 * s;\n quat.z = (m[1][2] + m[2][1]) / s;\n } else {\n float s = 2.0 * sqrt(1.0 + m[2][2] - m[0][0] - m[1][1]);\n quat.w = (m[1][0] - m[0][1]) / s;\n quat.x = (m[0][2] + m[2][0]) / s;\n quat.y = (m[1][2] + m[2][1]) / s;\n quat.z = 0.25 * s;\n }\n float len = quat.x * quat.x + quat.y * quat.y + quat.z * quat.z + quat.w * quat.w;\n if (len > 0.) {\n len = 1. / sqrt(len);\n quat.x = quat.x * len;\n quat.y = quat.y * len;\n quat.z = quat.z * len;\n quat.w = quat.w * len;\n }\n return quat;\n}\nvec4 quaternionFromEuler(vec3 angle){\n float x = angle.x / 2.;\n float y = angle.y / 2.;\n float z = angle.z / 2.;\n float sx = sin(x);\n float cx = cos(x);\n float sy = sin(y);\n float cy = cos(y);\n float sz = sin(z);\n float cz = cos(z);\n vec4 quat = vec4(0);\n quat.x = sx * cy * cz + cx * sy * sz;\n quat.y = cx * sy * cz + sx * cy * sz;\n quat.z = cx * cy * sz - sx * sy * cz;\n quat.w = cx * cy * cz - sx * sy * sz;\n return quat;\n}\nmat4 matrixFromRT(vec4 q, vec3 p){\n float x2 = q.x + q.x;\n float y2 = q.y + q.y;\n float z2 = q.z + q.z;\n float xx = q.x * x2;\n float xy = q.x * y2;\n float xz = q.x * z2;\n float yy = q.y * y2;\n float yz = q.y * z2;\n float zz = q.z * z2;\n float wx = q.w * x2;\n float wy = q.w * y2;\n float wz = q.w * z2;\n return mat4(\n 1. - (yy + zz), xy + wz, xz - wy, 0,\n xy - wz, 1. - (xx + zz), yz + wx, 0,\n xz + wy, yz - wx, 1. - (xx + yy), 0,\n p.x, p.y, p.z, 1\n );\n}\nmat4 matFromRTS(vec4 q, vec3 t, vec3 s){\n float x = q.x, y = q.y, z = q.z, w = q.w;\n float x2 = x + x;\n float y2 = y + y;\n float z2 = z + z;\n float xx = x * x2;\n float xy = x * y2;\n float xz = x * z2;\n float yy = y * y2;\n float yz = y * z2;\n float zz = z * z2;\n float wx = w * x2;\n float wy = w * y2;\n float wz = w * z2;\n float sx = s.x;\n float sy = s.y;\n float sz = s.z;\n return mat4((1. - (yy + zz)) * sx, (xy + wz) * sx, (xz - wy) * sx, 0,\n (xy - wz) * sy, (1. - (xx + zz)) * sy, (yz + wx) * sy, 0,\n (xz + wy) * sz, (yz - wx) * sz, (1. - (xx + yy)) * sz, 0,\n t.x, t.y, t.z, 1);\n}\nvec4 quatMultiply(vec4 a, vec4 b){\n vec4 quat;\n quat.x = a.x * b.w + a.w * b.x + a.y * b.z - a.z * b.y;\n quat.y = a.y * b.w + a.w * b.y + a.z * b.x - a.x * b.z;\n quat.z = a.z * b.w + a.w * b.z + a.x * b.y - a.y * b.x;\n quat.w = a.w * b.w - a.x * b.x - a.y * b.y - a.z * b.z;\n return quat;\n}\nvoid rotateVecFromQuat(inout vec3 v, vec4 q){\n float ix = q.w * v.x + q.y * v.z - q.z * v.y;\n float iy = q.w * v.y + q.z * v.x - q.x * v.z;\n float iz = q.w * v.z + q.x * v.y - q.y * v.x;\n float iw = -q.x * v.x - q.y * v.y - q.z * v.z;\n v.x = ix * q.w + iw * -q.x + iy * -q.z - iz * -q.y;\n v.y = iy * q.w + iw * -q.y + iz * -q.x - ix * -q.z;\n v.z = iz * q.w + iw * -q.z + ix * -q.y - iy * -q.x;\n}\nvec3 rotateInLocalSpace(vec3 pos, vec3 xAxis, vec3 yAxis, vec3 zAxis, vec4 q){\n float z = pos.z;\n float x = pos.x;\n
"frag": "\nprecision highp float;\nvec4 CCFragOutput (vec4 color) {\n #if OUTPUT_TO_GAMMA\n color.rgb = sqrt(color.rgb);\n #endif\n\treturn color;\n}\nvarying vec2 uv;\nvarying vec4 color;\nuniform sampler2D mainTexture;\nvec4 premultiplied () {\n vec4 col = color * texture2D(mainTexture, uv) * color.a;\n return CCFragOutput(col);\n}\nvoid main() { gl_FragColor = premultiplied(); }"
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}