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- {
- "ver": "1.0.25",
- "uuid": "8553eea1-7914-49e9-a52e-6e0118e1aa98",
- "compiledShaders": [
- {
- "glsl1": {
- "vert": "\nprecision highp float;\nuniform mat4 cc_matViewProj;\nuniform mat4 cc_matWorld;\nattribute vec3 a_position;\nattribute vec4 a_color;\nvarying vec4 v_color;\n#if USE_TEXTURE\nattribute vec2 a_uv0;\nvarying vec2 v_uv0;\n#endif\nvoid main () {\n vec4 pos = vec4(a_position, 1);\n #if CC_USE_MODEL\n pos = cc_matViewProj * cc_matWorld * pos;\n #else\n pos = cc_matViewProj * pos;\n #endif\n #if USE_TEXTURE\n v_uv0 = a_uv0;\n #endif\n v_color = a_color;\n gl_Position = pos;\n}",
- "frag": "\nprecision highp float;\nuniform vec4 cc_time;\nvarying vec4 v_color;\n#if USE_TEXTURE\nvarying vec2 v_uv0;\nuniform sampler2D texture;\n#endif\nuniform float amplitude;\nuniform float angularVelocity;\nuniform float frequency;\nuniform float offset;\nuniform bool toLeft;\nvoid main () {\n vec4 color = v_color;\n color *= texture2D(texture, v_uv0);\n if (color.a == 0.0) discard;\nfloat y = amplitude * sin((angularVelocity * v_uv0.x) + ((frequency * cc_time.x) * (toLeft ? 1. : -1.))) + offset;\n if (v_uv0.y < y) discard;\n gl_FragColor = color;\n}"
- },
- "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};\nin vec3 a_position;\nin vec4 a_color;\nout vec4 v_color;\n#if USE_TEXTURE\nin vec2 a_uv0;\nout vec2 v_uv0;\n#endif\nvoid main () {\n vec4 pos = vec4(a_position, 1);\n #if CC_USE_MODEL\n pos = cc_matViewProj * cc_matWorld * pos;\n #else\n pos = cc_matViewProj * pos;\n #endif\n #if USE_TEXTURE\n v_uv0 = a_uv0;\n #endif\n v_color = a_color;\n gl_Position = pos;\n}",
- "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};\nin vec4 v_color;\n#if USE_TEXTURE\nin vec2 v_uv0;\nuniform sampler2D texture;\n#endif\nuniform Properties {\n float amplitude;\n float angularVelocity;\n float frequency;\n float offset;\nbool toLeft;\n};\nvoid main () {\n vec4 color = v_color;\n color *= texture(texture, v_uv0);\n if (color.a == 0.0) discard;\nfloat y = amplitude * sin((angularVelocity * v_uv0.x) + ((frequency * cc_time.x) * (toLeft ? 1. : -1.))) + offset;\n if (v_uv0.y < y) discard;\n gl_FragColor = color;\n}"
- }
- }
- ],
- "subMetas": {}
- }
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