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          "name": "v_position",
          "type": 15,
          "count": 1,
          "defines": [],
          "stageFlags": 17,
          "location": 3
        },
        {
          "name": "v_normal",
          "type": 15,
          "count": 1,
          "defines": [],
          "stageFlags": 17,
          "location": 4
        },
        {
          "name": "v_uv",
          "type": 14,
          "count": 1,
          "defines": [],
          "stageFlags": 17,
          "location": 5
        },
        {
          "name": "v_uv1",
          "type": 14,
          "count": 1,
          "defines": [],
          "stageFlags": 17,
          "location": 6
        },
        {
          "name": "v_shadowBias",
          "type": 14,
          "count": 1,
          "defines": [
            "CC_RECEIVE_SHADOW"
          ],
          "stageFlags": 17,
          "location": 7
        },
        {
          "name": "v_tangent",
          "type": 15,
          "count": 1,
          "defines": [
            "USE_NORMAL_MAP"
          ],
          "stageFlags": 17,
          "location": 8
        },
        {
          "name": "v_bitangent",
          "type": 15,
          "count": 1,
          "defines": [
            "USE_NORMAL_MAP"
          ],
          "stageFlags": 17,
          "location": 9
        },
        {
          "name": "v_luv",
          "type": 15,
          "count": 1,
          "defines": [
            "CC_USE_LIGHTMAP",
            "!CC_FORWARD_ADD"
          ],
          "stageFlags": 17,
          "location": 10
        }
      ],
      "fragColors": [
        {
          "name": "fragColorX",
          "typename": "vec4",
          "type": 16,
          "count": 1,
          "defines": [
            "CC_FORWARD_ADD"
          ],
          "stageFlags": 16,
          "location": 0
        },
        {
          "name": "fragColor0",
          "typename": "vec4",
          "type": 16,
          "count": 1,
          "defines": [
            "CC_FORWARD_ADD",
            "CC_PIPELINE_TYPE"
          ],
          "stageFlags": 16,
          "location": 1
        },
        {
          "name": "fragColor1",
          "typename": "vec4",
          "type": 16,
          "count": 1,
          "defines": [
            "CC_FORWARD_ADD",
            "CC_PIPELINE_TYPE"
          ],
          "stageFlags": 16,
          "location": 2
        },
        {
          "name": "fragColor2",
          "typename": "vec4",
          "type": 16,
          "count": 1,
          "defines": [
            "CC_FORWARD_ADD",
            "CC_PIPELINE_TYPE"
          ],
          "stageFlags": 16,
          "location": 3
        }
      ],
      "hash": 1692829516,
      "glsl4": {
        "vert": "#extension GL_EXT_shader_explicit_arithmetic_types_int32: require\nprecision highp float;\n#define QUATER_PI         0.78539816340\n#define HALF_PI           1.57079632679\n#define PI                3.14159265359\n#define PI2               6.28318530718\n#define PI4               12.5663706144\n#define INV_QUATER_PI     1.27323954474\n#define INV_HALF_PI       0.63661977237\n#define INV_PI            0.31830988618\n#define INV_PI2           0.15915494309\n#define INV_PI4           0.07957747155\n#define EPSILON           1e-6\n#define EPSILON_LOWP      1e-4\n#define LOG2              1.442695\n#define EXP_VALUE         2.71828183f\n#define FP_MAX            65504.0\n#define FP_SCALE          0.0009765625\n#define FP_SCALE_INV      1024.0\n#define GRAY_VECTOR       vec3(0.299, 0.587, 0.114)\n#define CC_LIGHTMAP_DISABLED 0\n#define CC_LIGHTMAP_ALL_IN_ONE 1\n#define CC_LIGHTMAP_CC_LIGHTMAP_INDIRECT_OCCLUSION 2\nstruct StandardVertInput {\n  highp vec4 position;\n  vec3 normal;\n  vec4 tangent;\n};\nlayout(location = 0) in vec3 a_position;\nlayout(location = 1) in vec3 a_normal;\nlayout(location = 2) in vec2 a_texCoord;\nlayout(location = 3) in vec4 a_tangent;\n#if CC_USE_SKINNING\n    layout(location = 4) in u32vec4 a_joints;\n  layout(location = 5) in vec4 a_weights;\n#endif\n#if USE_INSTANCING\n  #if CC_USE_BAKED_ANIMATION\n    layout(location = 6) in highp vec4 a_jointAnimInfo;\n  #endif\n  layout(location = 7) in vec4 a_matWorld0;\n  layout(location = 8) in vec4 a_matWorld1;\n  layout(location = 9) in vec4 a_matWorld2;\n  #if CC_USE_LIGHTMAP\n    layout(location = 10) in vec4 a_lightingMapUVParam;\n  #endif\n  #if CC_RECEIVE_SHADOW\n    layout(location = 11) in vec2 a_localShadowBias;\n  #endif\n#endif\n#if CC_USE_MORPH\n    int getVertexId() {\n      return gl_VertexIndex;\n    }\n#endif\nhighp float decode32 (highp vec4 rgba) {\n  rgba = rgba * 255.0;\n  highp float Sign = 1.0 - (step(128.0, (rgba[3]) + 0.5)) * 2.0;\n  highp float Exponent = 2.0 * (mod(float(int((rgba[3]) + 0.5)), 128.0)) + (step(128.0, (rgba[2]) + 0.5)) - 127.0;\n  highp float Mantissa = (mod(float(int((rgba[2]) + 0.5)), 128.0)) * 65536.0 + rgba[1] * 256.0 + rgba[0] + 8388608.0;\n  return Sign * exp2(Exponent - 23.0) * Mantissa;\n}\n#if CC_USE_MORPH\n  layout(set = 2, binding = 4) uniform CCMorph {\n    vec4 cc_displacementWeights[15];\n    vec4 cc_displacementTextureInfo;\n  };\n  #if CC_MORPH_TARGET_HAS_POSITION\n    layout(set = 2, binding = 7) uniform sampler2D cc_PositionDisplacements;\n  #endif\n  #if CC_MORPH_TARGET_HAS_NORMAL\n    layout(set = 2, binding = 8) uniform sampler2D cc_NormalDisplacements;\n  #endif\n  #if CC_MORPH_TARGET_HAS_TANGENT\n    layout(set = 2, binding = 9) uniform sampler2D cc_TangentDisplacements;\n  #endif\n  vec2 getPixelLocation(vec2 textureResolution, int pixelIndex) {\n    float pixelIndexF = float(pixelIndex);\n    float x = mod(pixelIndexF, textureResolution.x);\n    float y = floor(pixelIndexF / textureResolution.x);\n    return vec2(x, y);\n  }\n  vec2 getPixelCoordFromLocation(vec2 location, vec2 textureResolution) {\n    return (vec2(location.x, location.y) + .5) / textureResolution;\n  }\n  #if CC_DEVICE_SUPPORT_FLOAT_TEXTURE\n      vec4 fetchVec3ArrayFromTexture(sampler2D tex, int pixelIndex) {\n        ivec2 texSize = textureSize(tex, 0);\n        return texelFetch(tex, ivec2(pixelIndex % texSize.x, pixelIndex / texSize.x), 0);\n      }\n  #else\n    vec4 fetchVec3ArrayFromTexture(sampler2D tex, int elementIndex) {\n      int pixelIndex = elementIndex * 4;\n      vec2 location = getPixelLocation(cc_displacementTextureInfo.xy, pixelIndex);\n      vec2 x = getPixelCoordFromLocation(location + vec2(0.0, 0.0), cc_displacementTextureInfo.xy);\n      vec2 y = getPixelCoordFromLocation(location + vec2(1.0, 0.0), cc_displacementTextureInfo.xy);\n      vec2 z = getPixelCoordFromLocation(location + vec2(2.0, 0.0), cc_displacementTextureInfo.xy);\n      return vec4(\n        decode32(texture(tex, x)),\n        decode32(texture(tex, y)),\n        decode32(texture(tex, z)),\n        1.0\n      );\n    }\n  #endif\n  float getDisplacementWeight(int index) {\n    int quot = index / 4;\n    int remainder = index - quot * 4;\n    if (remainder == 0) {\n      return cc_displacementWeights[quot].x;\n    } else if (remainder == 1) {\n      return cc_displacementWeights[quot].y;\n    } else if (remainder == 2) {\n      return cc_displacementWeights[quot].z;\n    } else {\n      return cc_displacementWeights[quot].w;\n    }\n  }\n  vec3 getVec3DisplacementFromTexture(sampler2D tex, int vertexIndex) {\n  #if CC_MORPH_PRECOMPUTED\n    return fetchVec3ArrayFromTexture(tex, vertexIndex).rgb;\n  #else\n    vec3 result = vec3(0, 0, 0);\n    int nVertices = int(cc_displacementTextureInfo.z);\n    for (int iTarget = 0; iTarget < CC_MORPH_TARGET_COUNT; ++iTarget) {\n      result += (fetchVec3ArrayFromTexture(tex, nVertices * iTarget + vertexIndex).rgb * getDisplacementWeight(iTarget));\n    }\n    return result;\n  #endif\n  }\n  #if CC_MORPH_TARGET_HAS_POSITION\n  vec3 getPositionDisplacement(int vertexId) {\n      return getVec3DisplacementFromTexture(cc_PositionDisplacements, vertexId);\n  }\n  #endif\n  #if CC_MORPH_TARGET_HAS_NORMAL\n  vec3 getNormalDisplacement(int vertexId) {\n      return getVec3DisplacementFromTexture(cc_NormalDisplacements, vertexId);\n  }\n  #endif\n  #if CC_MORPH_TARGET_HAS_TANGENT\n  vec3 getTangentDisplacement(int vertexId) {\n      return getVec3DisplacementFromTexture(cc_TangentDisplacements, vertexId);\n  }\n  #endif\n  void applyMorph (inout vec4 position, inout vec3 normal, inout vec4 tangent) {\n    int vertexId = getVertexId();\n  #if CC_MORPH_TARGET_HAS_POSITION\n    position.xyz = position.xyz + getPositionDisplacement(vertexId);\n  #endif\n  #if CC_MORPH_TARGET_HAS_NORMAL\n    normal.xyz = normal.xyz + getNormalDisplacement(vertexId);\n  #endif\n  #if CC_MORPH_TARGET_HAS_TANGENT\n    tangent.xyz = tangent.xyz + getTangentDisplacement(vertexId);\n  #endif\n  }\n  void applyMorph (inout vec4 position) {\n  #if CC_MORPH_TARGET_HAS_POSITION\n    position.xyz = position.xyz + getPositionDisplacement(getVertexId());\n  #endif\n  }\n#endif\n#if CC_USE_SKINNING\n  #if CC_USE_BAKED_ANIMATION\n    layout(set = 2, binding = 3) uniform CCSkinningTexture {\n      highp vec4 cc_jointTextureInfo;\n    };\n    layout(set = 2, binding = 2) uniform CCSkinningAnimation {\n      highp vec4 cc_jointAnimInfo;\n    };\n    layout(set = 2, binding = 6) uniform highp sampler2D cc_jointTexture;\n    void CCGetJointTextureCoords(float pixelsPerJoint, float jointIdx, out highp float x, out highp float y, out highp float invSize)\n    {\n      #if USE_INSTANCING\n        highp float temp = pixelsPerJoint * (a_jointAnimInfo.x * a_jointAnimInfo.y + jointIdx) + a_jointAnimInfo.z;\n      #else\n        highp float temp = pixelsPerJoint * (cc_jointAnimInfo.x * cc_jointTextureInfo.y + jointIdx) + cc_jointTextureInfo.z;\n      #endif\n      invSize = cc_jointTextureInfo.w;\n      highp float tempY = floor(temp * invSize);\n      x = floor(temp - tempY * cc_jointTextureInfo.x);\n      y = (tempY + 0.5) * invSize;\n    }\n  #else\n    #if CC_USE_REAL_TIME_JOINT_TEXTURE\n      layout(set = 2, binding = 6) uniform highp sampler2D cc_realtimeJoint;\n    #else\n      layout(set = 2, binding = 3) uniform CCSkinning {\n        highp vec4 cc_joints[CC_JOINT_UNIFORM_CAPACITY * 3];\n      };\n    #endif\n  #endif\n  #if CC_USE_BAKED_ANIMATION\n    #if CC_DEVICE_SUPPORT_FLOAT_TEXTURE\n      mat4 getJointMatrix (float i) {\n        highp float x, y, invSize;\n        CCGetJointTextureCoords(3.0, i, x, y, invSize);\n        vec4 v1 = texture(cc_jointTexture, vec2((x + 0.5) * invSize, y));\n        vec4 v2 = texture(cc_jointTexture, vec2((x + 1.5) * invSize, y));\n        vec4 v3 = texture(cc_jointTexture, vec2((x + 2.5) * invSize, y));\n        return mat4(vec4(v1.xyz, 0.0), vec4(v2.xyz, 0.0), vec4(v3.xyz, 0.0), vec4(v1.w, v2.w, v3.w, 1.0));\n      }\n    #else\n      mat4 getJointMatrix (float i) {\n        highp float x, y, invSize;\n        CCGetJointTextureCoords(12.0, i, x, y, invSize);\n        vec4 v1 = vec4(\n          decode32(texture(cc_jointTexture, vec2((x + 0.5) * invSize, y))),\n          decode32(texture(cc_jointTexture, vec2((x + 1.5) * invSize, y))),\n          decode32(texture(cc_jointTexture, vec2((x + 2.5) * invSize, y))),\n          decode32(texture(cc_jointTexture, vec2((x + 3.5) * invSize, y)))\n        );\n        vec4 v2 = vec4(\n          decode32(texture(cc_jointTexture, vec2((x + 4.5) * invSize, y))),\n          decode32(texture(cc_jointTexture, vec2((x + 5.5) * invSize, y))),\n          decode32(texture(cc_jointTexture, vec2((x + 6.5) * invSize, y))),\n          decode32(texture(cc_jointTexture, vec2((x + 7.5) * invSize, y)))\n        );\n        vec4 v3 = vec4(\n          decode32(texture(cc_jointTexture, vec2((x + 8.5) * invSize, y))),\n          decode32(texture(cc_jointTexture, vec2((x + 9.5) * invSize, y))),\n          decode32(texture(cc_jointTexture, vec2((x + 10.5) * invSize, y))),\n          decode32(texture(cc_jointTexture, vec2((x + 11.5) * invSize, y)))\n        );\n        return mat4(vec4(v1.xyz, 0.0), vec4(v2.xyz, 0.0), vec4(v3.xyz, 0.0), vec4(v1.w, v2.w, v3.w, 1.0));\n      }\n    #endif\n  #else\n    #if CC_USE_REAL_TIME_JOINT_TEXTURE\n      #if CC_DEVICE_SUPPORT_FLOAT_TEXTURE\n        mat4 getJointMatrix (float i) {\n          float x = i;\n          vec4 v1 = texture(cc_realtimeJoint, vec2( x / 256.0, 0.5 / 3.0));\n          vec4 v2 = texture(cc_realtimeJoint, vec2( x / 256.0, 1.5 / 3.0));\n          vec4 v3 = texture(cc_realtimeJoint, vec2( x / 256.0, 2.5 / 3.0));\n          return mat4(vec4(v1.xyz, 0.0), vec4(v2.xyz, 0.0), vec4(v3.xyz, 0.0), vec4(v1.w, v2.w, v3.w, 1.0));\n        }\n      #else\n        mat4 getJointMatrix (float i) {\n         float x = 4.0 * i;\n          vec4 v1 = vec4(\n            decode32(texture(cc_realtimeJoint, vec2((x + 0.5)/ 1024.0, 0.5 / 3.0))),\n            decode32(texture(cc_realtimeJoint, vec2((x + 1.5)/ 1024.0, 0.5 / 3.0))),\n            decode32(texture(cc_realtimeJoint, vec2((x + 2.5)/ 1024.0, 0.5 / 3.0))),\n            decode32(texture(cc_realtimeJoint, vec2((x + 3.5)/ 1024.0, 0.5 / 3.0)))\n          );\n          vec4 v2 = vec4(\n            decode32(texture(cc_realtimeJoint, vec2((x + 0.5)/ 1024.0, 1.5 / 3.0))),\n            decode32(texture(cc_realtimeJoint, vec2((x + 1.5)/ 1024.0, 1.5 / 3.0))),\n            decode32(texture(cc_realtimeJoint, vec2((x + 2.5)/ 1024.0, 1.5 / 3.0))),\n            decode32(texture(cc_realtimeJoint, vec2((x + 3.5)/ 1024.0, 1.5 / 3.0)))\n          );\n          vec4 v3 = vec4(\n            decode32(texture(cc_realtimeJoint, vec2((x + 0.5)/ 1024.0, 2.5 / 3.0))),\n            decode32(texture(cc_realtimeJoint, vec2((x + 1.5)/ 1024.0, 2.5 / 3.0))),\n            decode32(texture(cc_realtimeJoint, vec2((x + 2.5)/ 1024.0, 2.5 / 3.0))),\n            decode32(texture(cc_realtimeJoint, vec2((x + 3.5)/ 1024.0, 2.5 / 3.0)))\n          );\n          return mat4(vec4(v1.xyz, 0.0), vec4(v2.xyz, 0.0), vec4(v3.xyz, 0.0), vec4(v1.w, v2.w, v3.w, 1.0));\n        }\n      #endif\n    #else\n      mat4 getJointMatrix (float i) {\n        int idx = int(i);\n        vec4 v1 = cc_joints[idx * 3];\n        vec4 v2 = cc_joints[idx * 3 + 1];\n        vec4 v3 = cc_joints[idx * 3 + 2];\n        return mat4(vec4(v1.xyz, 0.0), vec4(v2.xyz, 0.0), vec4(v3.xyz, 0.0), vec4(v1.w, v2.w, v3.w, 1.0));\n      }\n    #endif\n  #endif\n  mat4 skinMatrix () {\n    vec4 joints = vec4(a_joints);\n    return getJointMatrix(joints.x) * a_weights.x\n         + getJointMatrix(joints.y) * a_weights.y\n         + getJointMatrix(joints.z) * a_weights.z\n         + getJointMatrix(joints.w) * a_weights.w;\n  }\n  void CCSkin (inout vec4 position) {\n    mat4 m = skinMatrix();\n    position = m * position;\n  }\n  void CCSkin (inout vec4 position, inout vec3 normal, inout vec4 tangent) {\n    mat4 m = skinMatrix();\n    position = m * position;\n    normal = (m * vec4(normal, 0.0)).xyz;\n    tangent.xyz = (m * vec4(tangent.xyz, 0.0)).xyz;\n  }\n#endif\nvoid CCVertInput(inout StandardVertInput In)\n{\n    In.position = vec4(a_position, 1.0);\n    In.normal = a_normal;\n    In.tangent = a_tangent;\n  #if CC_USE_MORPH\n    applyMorph(In.position, In.normal, In.tangent);\n  #endif\n  #if CC_USE_SKINNING\n    CCSkin(In.position, In.normal, In.tangent);\n  #endif\n}\nlayout(set = 0, binding = 0) uniform CCGlobal {\n  highp   vec4 cc_time;\n  mediump vec4 cc_screenSize;\n  mediump vec4 cc_nativeSize;\n  mediump vec4 cc_debug_view_mode;\n  mediump vec4 cc_debug_view_composite_pack_1;\n  mediump vec4 cc_debug_view_composite_pack_2;\n  mediump vec4 cc_debug_view_composite_pack_3;\n};\nlayout(set = 0, binding = 1) uniform CCCamera {\n  highp   mat4 cc_matView;\n  highp   mat4 cc_matViewInv;\n  highp   mat4 cc_matProj;\n  highp   mat4 cc_matProjInv;\n  highp   mat4 cc_matViewProj;\n  highp   mat4 cc_matViewProjInv;\n  highp   vec4 cc_cameraPos;\n  mediump vec4 cc_surfaceTransform;\n  mediump vec4 cc_screenScale;\n  mediump vec4 cc_exposure;\n  mediump vec4 cc_mainLitDir;\n  mediump vec4 cc_mainLitColor;\n  mediump vec4 cc_ambientSky;\n  mediump vec4 cc_ambientGround;\n  mediump vec4 cc_fogColor;\n  mediump vec4 cc_fogBase;\n  mediump vec4 cc_fogAdd;\n  mediump vec4 cc_nearFar;\n  mediump vec4 cc_viewPort;\n};\n#if !USE_INSTANCING\n  layout(set = 2, binding = 0) uniform CCLocal {\n    highp mat4 cc_matWorld;\n    highp mat4 cc_matWorldIT;\n    highp vec4 cc_lightingMapUVParam;\n    highp vec4 cc_localShadowBias;\n  };\n#endif\nvoid CCGetWorldMatrixFull(out mat4 matWorld, out mat4 matWorldIT)\n{\n  #if USE_INSTANCING\n    matWorld = mat4(\n      vec4(a_matWorld0.xyz, 0.0),\n      vec4(a_matWorld1.xyz, 0.0),\n      vec4(a_matWorld2.xyz, 0.0),\n      vec4(a_matWorld0.w, a_matWorld1.w, a_matWorld2.w, 1.0)\n    );\n    matWorldIT = matWorld;\n  #else\n    matWorld = cc_matWorld;\n    matWorldIT = cc_matWorldIT;\n  #endif\n}\nlayout(set = 1, binding = 0) uniform Constants {\n  vec4 tilingOffset;\n  vec4 albedo;\n  vec4 albedoScaleAndCutoff;\n  vec4 emissive;\n  float emissiveScale;\n  float occlusion;\n  float roughness;\n  float metallic;\n  float normalStrength;\n  float alphaSource;\n  float albedoScale;\n};\n#if CC_USE_FOG != 4\n  float LinearFog(vec4 pos, vec3 cameraPos, float fogStart, float fogEnd) {\n      vec4 wPos = pos;\n      float cam_dis = distance(cameraPos, wPos.xyz);\n      return clamp((fogEnd - cam_dis) / (fogEnd - fogStart), 0., 1.);\n  }\n  float ExpFog(vec4 pos, vec3 cameraPos, float fogStart, float fogDensity, float fogAtten) {\n      vec4 wPos = pos;\n      float cam_dis = max(distance(cameraPos, wPos.xyz) - fogStart, 0.0) / fogAtten * 4.;\n      float f = exp(-cam_dis * fogDensity);\n      return f;\n  }\n  float ExpSquaredFog(vec4 pos, vec3 cameraPos, float fogStart, float fogDensity, float fogAtten) {\n      vec4 wPos = pos;\n      float cam_dis = max(distance(cameraPos, wPos.xyz) - fogStart, 0.0) / fogAtten * 4.;\n      float f = exp(-cam_dis * cam_dis * fogDensity * fogDensity);\n      return f;\n  }\n  float LayeredFog(vec4 pos, vec3 cameraPos, float fogTop, float fogRange, float fogAtten) {\n      vec4 wPos = pos;\n      vec3 camWorldProj = cameraPos.xyz;\n      camWorldProj.y = 0.;\n      vec3 worldPosProj = wPos.xyz;\n      worldPosProj.y = 0.;\n      float fDeltaD = distance(worldPosProj, camWorldProj) / fogAtten * 2.0;\n      float fDeltaY, fDensityIntegral;\n      if (cameraPos.y > fogTop) {\n          if (wPos.y < fogTop) {\n              fDeltaY = (fogTop - wPos.y) / fogRange * 2.0;\n              fDensityIntegral = fDeltaY * fDeltaY * 0.5;\n          }\n          else {\n              fDeltaY = 0.;\n              fDensityIntegral = 0.;\n          }\n      }\n      else {\n          if (wPos.y < fogTop) {\n              float fDeltaA = (fogTop - cameraPos.y) / fogRange * 2.;\n              float fDeltaB = (fogTop - wPos.y) / fogRange * 2.;\n              fDeltaY = abs(fDeltaA - fDeltaB);\n              fDensityIntegral = abs((fDeltaA * fDeltaA * 0.5) - (fDeltaB * fDeltaB * 0.5));\n          }\n          else {\n              fDeltaY = abs(fogTop - cameraPos.y) / fogRange * 2.;\n              fDensityIntegral = abs(fDeltaY * fDeltaY * 0.5);\n          }\n      }\n      float fDensity;\n      if (fDeltaY != 0.) {\n          fDensity = (sqrt(1.0 + ((fDeltaD / fDeltaY) * (fDeltaD / fDeltaY)))) * fDensityIntegral;\n      }\n      else {\n          fDensity = 0.;\n      }\n      float f = exp(-fDensity);\n      return f;\n  }\n#endif\nvoid CC_TRANSFER_FOG_BASE(vec4 pos, out float factor)\n{\n#if CC_USE_FOG == 0\n\tfactor = LinearFog(pos, cc_cameraPos.xyz, cc_fogBase.x, cc_fogBase.y);\n#elif CC_USE_FOG == 1\n\tfactor = ExpFog(pos, cc_cameraPos.xyz, cc_fogBase.x, cc_fogBase.z, cc_fogAdd.z);\n#elif CC_USE_FOG == 2\n\tfactor = ExpSquaredFog(pos, cc_cameraPos.xyz, cc_fogBase.x, cc_fogBase.z, cc_fogAdd.z);\n#elif CC_USE_FOG == 3\n\tfactor = LayeredFog(pos, cc_cameraPos.xyz, cc_fogAdd.x, cc_fogAdd.y, cc_fogAdd.z);\n#else\n\tfactor = 1.0;\n#endif\n}\n#if !CC_USE_ACCURATE_FOG\nlayout(location = 0) out mediump float v_fog_factor;\n#endif\nvoid CC_TRANSFER_FOG(vec4 pos) {\n#if !CC_USE_ACCURATE_FOG\n    CC_TRANSFER_FOG_BASE(pos, v_fog_factor);\n#endif\n}\nlayout(location = 1) out highp vec4 v_shadowPos;\nlayout(set = 0, binding = 2) uniform CCShadow {\n  highp mat4 cc_matLightView;\n  highp mat4 cc_matLightViewProj;\n  highp vec4 cc_shadowInvProjDepthInfo;\n  highp vec4 cc_shadowProjDepthInfo;\n  highp vec4 cc_shadowProjInfo;\n  mediump vec4 cc_shadowNFLSInfo;\n  mediump vec4 cc_shadowWHPBInfo;\n  mediump vec4 cc_shadowLPNNInfo;\n  lowp vec4 cc_shadowColor;\n  mediump vec4 cc_planarNDInfo;\n};\n#if CC_SUPPORT_CASCADED_SHADOW_MAP\n  layout(set = 0, binding = 3) uniform CCCSM {\n    highp vec4 cc_csmViewDir0[4];\n    highp vec4 cc_csmViewDir1[4];\n    highp vec4 cc_csmViewDir2[4];\n    highp vec4 cc_csmAtlas[4];\n    highp mat4 cc_matCSMViewProj[4];\n    highp vec4 cc_csmProjDepthInfo[4];\n    highp vec4 cc_csmProjInfo[4];\n    highp vec4 cc_csmSplitsInfo;\n  };\n#endif\n#if CC_RECEIVE_SHADOW\n  layout(set = 0, binding = 4) uniform highp sampler2D cc_shadowMap;\n  layout(set = 0, binding = 6) uniform highp sampler2D cc_spotShadowMap;\n  #if CC_SUPPORT_CASCADED_SHADOW_MAP\n  #else\n  #endif\n#endif\n#if CC_RECEIVE_SHADOW\nvec2 CCGetShadowBias()\n{\n  #if USE_INSTANCING\n    return vec2(a_localShadowBias.x + cc_shadowWHPBInfo.w, a_localShadowBias.y + cc_shadowLPNNInfo.z);\n  #else\n    return vec2(cc_localShadowBias.x + cc_shadowWHPBInfo.w, cc_localShadowBias.y + cc_shadowLPNNInfo.z);\n  #endif\n}\n#endif\n#if USE_VERTEX_COLOR\n  layout(location = 13) in vec4 a_color;\n  layout(location = 2) out vec4 v_color;\n#endif\nlayout(location = 3) out vec3 v_position;\nlayout(location = 4) out vec3 v_normal;\nlayout(location = 5) out vec2 v_uv;\nlayout(location = 6) out vec2 v_uv1;\n#if CC_RECEIVE_SHADOW\n  layout(location = 7) out vec2 v_shadowBias;\n#endif\n#if USE_NORMAL_MAP\n  layout(location = 8) out vec3 v_tangent;\n  layout(location = 9) out vec3 v_bitangent;\n#endif\n#if HAS_SECOND_UV || CC_USE_LIGHTMAP\n  layout(location = 14) in vec2 a_texCoord1;\n#endif\n#if CC_USE_LIGHTMAP && !CC_FORWARD_ADD\n  layout(location = 10) out vec3 v_luv;\n  void CCLightingMapCaclUV()\n  {\n  #if !USE_INSTANCING\n    v_luv.xy = cc_lightingMapUVParam.xy + a_texCoord1 * cc_lightingMapUVParam.z;\n    v_luv.z = cc_lightingMapUVParam.w;\n  #else\n    v_luv.xy = a_lightingMapUVParam.xy + a_texCoord1 * a_lightingMapUVParam.z;\n    v_luv.z = a_lightingMapUVParam.w;\n  #endif\n  }\n#endif\nvoid main () {\n  StandardVertInput In;\n  CCVertInput(In);\n  mat4 matWorld, matWorldIT;\n  CCGetWorldMatrixFull(matWorld, matWorldIT);\n  vec4 pos = matWorld * In.position;\n  v_position = pos.xyz;\n  v_normal = normalize((matWorldIT * vec4(In.normal, 0.0)).xyz);\n  #if CC_RECEIVE_SHADOW\n    v_shadowBias = CCGetShadowBias();\n  #endif\n  #if USE_TWOSIDE\n    vec3 viewDirect = normalize(cc_cameraPos.xyz - v_position);\n    v_normal *= dot(v_normal, viewDirect) < 0.0 ? -1.0 : 1.0;\n  #endif\n  #if USE_NORMAL_MAP\n    v_tangent = normalize((matWorld * vec4(In.tangent.xyz, 0.0)).xyz);\n    v_bitangent = cross(v_normal, v_tangent) * (In.tangent.w > 0.0 ? 1.0 : -1.0);\n  #endif\n  v_uv = a_texCoord * tilingOffset.xy + tilingOffset.zw;\n  #if SAMPLE_FROM_RT\n    v_uv = cc_cameraPos.w > 1.0 ? vec2(v_uv.x, 1.0 - v_uv.y) : v_uv;\n  #endif\n  #if HAS_SECOND_UV\n    v_uv1 = a_texCoord1 * tilingOffset.xy + tilingOffset.zw;\n    #if SAMPLE_FROM_RT\n      v_uv1 = cc_cameraPos.w > 1.0 ? vec2(v_uv1.x, 1.0 - v_uv1.y) : v_uv1;\n    #endif\n  #endif\n  #if USE_VERTEX_COLOR\n    v_color = a_color;\n  #endif\n  CC_TRANSFER_FOG(pos);\n  v_shadowPos = cc_matLightViewProj * pos;\n  #if CC_USE_LIGHTMAP && !CC_FORWARD_ADD\n    CCLightingMapCaclUV();\n  #endif\n  gl_Position = cc_matProj * (cc_matView * matWorld) * In.position;\n}",
        "frag": "\nprecision highp float;\nlayout(set = 0, binding = 0) uniform CCGlobal {\n  highp   vec4 cc_time;\n  mediump vec4 cc_screenSize;\n  mediump vec4 cc_nativeSize;\n  mediump vec4 cc_debug_view_mode;\n  mediump vec4 cc_debug_view_composite_pack_1;\n  mediump vec4 cc_debug_view_composite_pack_2;\n  mediump vec4 cc_debug_view_composite_pack_3;\n};\nlayout(set = 0, binding = 1) uniform CCCamera {\n  highp   mat4 cc_matView;\n  highp   mat4 cc_matViewInv;\n  highp   mat4 cc_matProj;\n  highp   mat4 cc_matProjInv;\n  highp   mat4 cc_matViewProj;\n  highp   mat4 cc_matViewProjInv;\n  highp   vec4 cc_cameraPos;\n  mediump vec4 cc_surfaceTransform;\n  mediump vec4 cc_screenScale;\n  mediump vec4 cc_exposure;\n  mediump vec4 cc_mainLitDir;\n  mediump vec4 cc_mainLitColor;\n  mediump vec4 cc_ambientSky;\n  mediump vec4 cc_ambientGround;\n  mediump vec4 cc_fogColor;\n  mediump vec4 cc_fogBase;\n  mediump vec4 cc_fogAdd;\n  mediump vec4 cc_nearFar;\n  mediump vec4 cc_viewPort;\n};\nlayout(set = 1, binding = 0) uniform Constants {\n  vec4 tilingOffset;\n  vec4 albedo;\n  vec4 albedoScaleAndCutoff;\n  vec4 emissive;\n  float emissiveScale;\n  float occlusion;\n  float roughness;\n  float metallic;\n  float normalStrength;\n  float alphaSource;\n  float albedoScale;\n};\n#if CC_USE_FOG != 4\n  float LinearFog(vec4 pos, vec3 cameraPos, float fogStart, float fogEnd) {\n      vec4 wPos = pos;\n      float cam_dis = distance(cameraPos, wPos.xyz);\n      return clamp((fogEnd - cam_dis) / (fogEnd - fogStart), 0., 1.);\n  }\n  float ExpFog(vec4 pos, vec3 cameraPos, float fogStart, float fogDensity, float fogAtten) {\n      vec4 wPos = pos;\n      float cam_dis = max(distance(cameraPos, wPos.xyz) - fogStart, 0.0) / fogAtten * 4.;\n      float f = exp(-cam_dis * fogDensity);\n      return f;\n  }\n  float ExpSquaredFog(vec4 pos, vec3 cameraPos, float fogStart, float fogDensity, float fogAtten) {\n      vec4 wPos = pos;\n      float cam_dis = max(distance(cameraPos, wPos.xyz) - fogStart, 0.0) / fogAtten * 4.;\n      float f = exp(-cam_dis * cam_dis * fogDensity * fogDensity);\n      return f;\n  }\n  float LayeredFog(vec4 pos, vec3 cameraPos, float fogTop, float fogRange, float fogAtten) {\n      vec4 wPos = pos;\n      vec3 camWorldProj = cameraPos.xyz;\n      camWorldProj.y = 0.;\n      vec3 worldPosProj = wPos.xyz;\n      worldPosProj.y = 0.;\n      float fDeltaD = distance(worldPosProj, camWorldProj) / fogAtten * 2.0;\n      float fDeltaY, fDensityIntegral;\n      if (cameraPos.y > fogTop) {\n          if (wPos.y < fogTop) {\n              fDeltaY = (fogTop - wPos.y) / fogRange * 2.0;\n              fDensityIntegral = fDeltaY * fDeltaY * 0.5;\n          }\n          else {\n              fDeltaY = 0.;\n              fDensityIntegral = 0.;\n          }\n      }\n      else {\n          if (wPos.y < fogTop) {\n              float fDeltaA = (fogTop - cameraPos.y) / fogRange * 2.;\n              float fDeltaB = (fogTop - wPos.y) / fogRange * 2.;\n              fDeltaY = abs(fDeltaA - fDeltaB);\n              fDensityIntegral = abs((fDeltaA * fDeltaA * 0.5) - (fDeltaB * fDeltaB * 0.5));\n          }\n          else {\n              fDeltaY = abs(fogTop - cameraPos.y) / fogRange * 2.;\n              fDensityIntegral = abs(fDeltaY * fDeltaY * 0.5);\n          }\n      }\n      float fDensity;\n      if (fDeltaY != 0.) {\n          fDensity = (sqrt(1.0 + ((fDeltaD / fDeltaY) * (fDeltaD / fDeltaY)))) * fDensityIntegral;\n      }\n      else {\n          fDensity = 0.;\n      }\n      float f = exp(-fDensity);\n      return f;\n  }\n#endif\nvoid CC_TRANSFER_FOG_BASE(vec4 pos, out float factor)\n{\n#if CC_USE_FOG == 0\n\tfactor = LinearFog(pos, cc_cameraPos.xyz, cc_fogBase.x, cc_fogBase.y);\n#elif CC_USE_FOG == 1\n\tfactor = ExpFog(pos, cc_cameraPos.xyz, cc_fogBase.x, cc_fogBase.z, cc_fogAdd.z);\n#elif CC_USE_FOG == 2\n\tfactor = ExpSquaredFog(pos, cc_cameraPos.xyz, cc_fogBase.x, cc_fogBase.z, cc_fogAdd.z);\n#elif CC_USE_FOG == 3\n\tfactor = LayeredFog(pos, cc_cameraPos.xyz, cc_fogAdd.x, cc_fogAdd.y, cc_fogAdd.z);\n#else\n\tfactor = 1.0;\n#endif\n}\nvoid CC_APPLY_FOG_BASE(inout vec4 color, float factor) {\n\tcolor = vec4(mix(cc_fogColor.rgb, color.rgb, factor), color.a);\n}\n#if !CC_USE_ACCURATE_FOG\nlayout(location = 0) in mediump float v_fog_factor;\n#endif\nvoid CC_APPLY_FOG(inout vec4 color) {\n#if !CC_USE_ACCURATE_FOG\n    CC_APPLY_FOG_BASE(color, v_fog_factor);\n#endif\n}\nvoid CC_APPLY_FOG(inout vec4 color, vec3 worldPos) {\n#if CC_USE_ACCURATE_FOG\n    float factor;\n    CC_TRANSFER_FOG_BASE(vec4(worldPos, 1.0), factor);\n#else\n    float factor = v_fog_factor;\n#endif\n    CC_APPLY_FOG_BASE(color, factor);\n}\n#define QUATER_PI         0.78539816340\n#define HALF_PI           1.57079632679\n#define PI                3.14159265359\n#define PI2               6.28318530718\n#define PI4               12.5663706144\n#define INV_QUATER_PI     1.27323954474\n#define INV_HALF_PI       0.63661977237\n#define INV_PI            0.31830988618\n#define INV_PI2           0.15915494309\n#define INV_PI4           0.07957747155\n#define EPSILON           1e-6\n#define EPSILON_LOWP      1e-4\n#define LOG2              1.442695\n#define EXP_VALUE         2.71828183f\n#define FP_MAX            65504.0\n#define FP_SCALE          0.0009765625\n#define FP_SCALE_INV      1024.0\n#define GRAY_VECTOR       vec3(0.299, 0.587, 0.114)\n#define CC_LIGHTMAP_DISABLED 0\n#define CC_LIGHTMAP_ALL_IN_ONE 1\n#define CC_LIGHTMAP_CC_LIGHTMAP_INDIRECT_OCCLUSION 2\n#define CC_SURFACES_DEBUG_VIEW_VERTEX_COLOR 1\n#define CC_SURFACES_DEBUG_VIEW_VERTEX_NORMAL CC_SURFACES_DEBUG_VIEW_VERTEX_COLOR + 1\n#define CC_SURFACES_DEBUG_VIEW_VERTEX_TANGENT CC_SURFACES_DEBUG_VIEW_VERTEX_NORMAL + 1\n#define CC_SURFACES_DEBUG_VIEW_WORLD_POS CC_SURFACES_DEBUG_VIEW_VERTEX_TANGENT + 1\n#define CC_SURFACES_DEBUG_VIEW_VERTEX_MIRROR CC_SURFACES_DEBUG_VIEW_WORLD_POS + 1\n#define CC_SURFACES_DEBUG_VIEW_FACE_SIDE CC_SURFACES_DEBUG_VIEW_VERTEX_MIRROR + 1\n#define CC_SURFACES_DEBUG_VIEW_UV0 CC_SURFACES_DEBUG_VIEW_FACE_SIDE + 1\n#define CC_SURFACES_DEBUG_VIEW_UV1 CC_SURFACES_DEBUG_VIEW_UV0 + 1\n#define CC_SURFACES_DEBUG_VIEW_UVLIGHTMAP CC_SURFACES_DEBUG_VIEW_UV1 + 1\n#define CC_SURFACES_DEBUG_VIEW_PROJ_DEPTH CC_SURFACES_DEBUG_VIEW_UVLIGHTMAP + 1\n#define CC_SURFACES_DEBUG_VIEW_LINEAR_DEPTH CC_SURFACES_DEBUG_VIEW_PROJ_DEPTH + 1\n#define CC_SURFACES_DEBUG_VIEW_FRAGMENT_NORMAL CC_SURFACES_DEBUG_VIEW_LINEAR_DEPTH + 1\n#define CC_SURFACES_DEBUG_VIEW_FRAGMENT_TANGENT CC_SURFACES_DEBUG_VIEW_FRAGMENT_NORMAL + 1\n#define CC_SURFACES_DEBUG_VIEW_FRAGMENT_BINORMAL CC_SURFACES_DEBUG_VIEW_FRAGMENT_TANGENT + 1\n#define CC_SURFACES_DEBUG_VIEW_BASE_COLOR CC_SURFACES_DEBUG_VIEW_FRAGMENT_BINORMAL + 1\n#define CC_SURFACES_DEBUG_VIEW_DIFFUSE_COLOR CC_SURFACES_DEBUG_VIEW_BASE_COLOR + 1\n#define CC_SURFACES_DEBUG_VIEW_SPECULAR_COLOR CC_SURFACES_DEBUG_VIEW_DIFFUSE_COLOR + 1\n#define CC_SURFACES_DEBUG_VIEW_TRANSPARENCY CC_SURFACES_DEBUG_VIEW_SPECULAR_COLOR + 1\n#define CC_SURFACES_DEBUG_VIEW_METALLIC CC_SURFACES_DEBUG_VIEW_TRANSPARENCY + 1\n#define CC_SURFACES_DEBUG_VIEW_ROUGHNESS CC_SURFACES_DEBUG_VIEW_METALLIC + 1\n#define CC_SURFACES_DEBUG_VIEW_SPECULAR_INTENSITY CC_SURFACES_DEBUG_VIEW_ROUGHNESS + 1\n#define CC_SURFACES_DEBUG_VIEW_DIRECT_DIFFUSE CC_SURFACES_DEBUG_VIEW_SPECULAR_INTENSITY + 1\n#define CC_SURFACES_DEBUG_VIEW_DIRECT_SPECULAR CC_SURFACES_DEBUG_VIEW_DIRECT_DIFFUSE + 1\n#define CC_SURFACES_DEBUG_VIEW_DIRECT_ALL CC_SURFACES_DEBUG_VIEW_DIRECT_SPECULAR + 1\n#define CC_SURFACES_DEBUG_VIEW_ENV_DIFFUSE CC_SURFACES_DEBUG_VIEW_DIRECT_ALL + 1\n#define CC_SURFACES_DEBUG_VIEW_ENV_SPECULAR CC_SURFACES_DEBUG_VIEW_ENV_DIFFUSE + 1\n#define CC_SURFACES_DEBUG_VIEW_ENV_ALL CC_SURFACES_DEBUG_VIEW_ENV_SPECULAR + 1\n#define CC_SURFACES_DEBUG_VIEW_EMISSIVE CC_SURFACES_DEBUG_VIEW_ENV_ALL + 1\n#define CC_SURFACES_DEBUG_VIEW_LIGHT_MAP CC_SURFACES_DEBUG_VIEW_EMISSIVE + 1\n#define CC_SURFACES_DEBUG_VIEW_SHADOW CC_SURFACES_DEBUG_VIEW_LIGHT_MAP + 1\n#define CC_SURFACES_DEBUG_VIEW_AO CC_SURFACES_DEBUG_VIEW_SHADOW + 1\n#define CC_SURFACES_DEBUG_VIEW_FOG CC_SURFACES_DEBUG_VIEW_AO + 1\n#define CC_SURFACES_DEBUG_VIEW_SINGLE 1\n#define CC_SURFACES_DEBUG_VIEW_COMPOSITE_AND_MISC 2\n#define IS_DEBUG_VIEW_LIGHTING_ENABLE_WITH_ALBEDO (cc_debug_view_mode.y > 0.0)\n#define IS_DEBUG_VIEW_MISC_ENABLE_CSM_LAYER_COLORATION (cc_debug_view_mode.z > 0.0)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_DIRECT_DIFFUSE (cc_debug_view_composite_pack_1.x > 0.0)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_DIRECT_SPECULAR (cc_debug_view_composite_pack_1.y > 0.0)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_ENV_DIFFUSE (cc_debug_view_composite_pack_1.z > 0.0)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_ENV_SPECULAR (cc_debug_view_composite_pack_1.w > 0.0)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_EMISSIVE (cc_debug_view_composite_pack_2.x > 0.0)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_LIGHT_MAP (cc_debug_view_composite_pack_2.y > 0.0)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_SHADOW (cc_debug_view_composite_pack_2.z > 0.0)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_AO (cc_debug_view_composite_pack_2.w > 0.0)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_NORMAL_MAP (cc_debug_view_composite_pack_3.x > 0.0)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_FOG (cc_debug_view_composite_pack_3.y > 0.0)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_TONE_MAPPING (cc_debug_view_composite_pack_3.z > 0.0)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_GAMMA_CORRECTION (cc_debug_view_composite_pack_3.w > 0.0)\nvec3 SRGBToLinear (vec3 gamma) {\n#ifdef CC_USE_SURFACE_SHADER\n  #if CC_USE_DEBUG_VIEW == CC_SURFACES_DEBUG_VIEW_COMPOSITE_AND_MISC\n    if (!IS_DEBUG_VIEW_COMPOSITE_ENABLE_GAMMA_CORRECTION) {\n      return gamma;\n    }\n  #endif\n#endif\n  return gamma * gamma;\n}\nvec3 LinearToSRGB(vec3 linear) {\n#ifdef CC_USE_SURFACE_SHADER\n  #if CC_USE_DEBUG_VIEW == CC_SURFACES_DEBUG_VIEW_COMPOSITE_AND_MISC\n    if (!IS_DEBUG_VIEW_COMPOSITE_ENABLE_GAMMA_CORRECTION) {\n      return linear;\n    }\n  #endif\n#endif\n  return sqrt(linear);\n}\nlayout(set = 0, binding = 2) uniform CCShadow {\n  highp mat4 cc_matLightView;\n  highp mat4 cc_matLightViewProj;\n  highp vec4 cc_shadowInvProjDepthInfo;\n  highp vec4 cc_shadowProjDepthInfo;\n  highp vec4 cc_shadowProjInfo;\n  mediump vec4 cc_shadowNFLSInfo;\n  mediump vec4 cc_shadowWHPBInfo;\n  mediump vec4 cc_shadowLPNNInfo;\n  lowp vec4 cc_shadowColor;\n  mediump vec4 cc_planarNDInfo;\n};\n#if CC_SUPPORT_CASCADED_SHADOW_MAP\n  layout(set = 0, binding = 3) uniform CCCSM {\n    highp vec4 cc_csmViewDir0[4];\n    highp vec4 cc_csmViewDir1[4];\n    highp vec4 cc_csmViewDir2[4];\n    highp vec4 cc_csmAtlas[4];\n    highp mat4 cc_matCSMViewProj[4];\n    highp vec4 cc_csmProjDepthInfo[4];\n    highp vec4 cc_csmProjInfo[4];\n    highp vec4 cc_csmSplitsInfo;\n  };\n#endif\nfloat GetLinearDepthFromViewSpace(vec3 viewPos, float near, float far) {\n  float dist = length(viewPos);\n  return (dist - near) / (far - near);\n}\nvec3 RotationVecFromAxisY(vec3 v, float cosTheta, float sinTheta)\n{\n    vec3 result;\n    result.x = dot(v, vec3(cosTheta, 0.0, -sinTheta));\n    result.y = v.y;\n    result.z = dot(v, vec3(sinTheta, 0.0,  cosTheta));\n    return result;\n}\nfloat CCGetLinearDepth(vec3 worldPos, float viewSpaceBias) {\n\tvec4 viewPos = cc_matLightView * vec4(worldPos.xyz, 1.0);\n  viewPos.z += viewSpaceBias;\n\treturn GetLinearDepthFromViewSpace(viewPos.xyz, cc_shadowNFLSInfo.x, cc_shadowNFLSInfo.y);\n}\nfloat CCGetLinearDepth(vec3 worldPos) {\n\treturn CCGetLinearDepth(worldPos, 0.0);\n}\n#if CC_RECEIVE_SHADOW\n  layout(set = 0, binding = 4) uniform highp sampler2D cc_shadowMap;\n  layout(set = 0, binding = 6) uniform highp sampler2D cc_spotShadowMap;\n    highp float unpackHighpData (float mainPart, float modPart) {\n      highp float data = mainPart;\n      return data + modPart;\n    }\n    void packHighpData (out float mainPart, out float modPart, highp float data) {\n      mainPart = fract(data);\n      modPart = data - mainPart;\n    }\n    highp float unpackHighpData (float mainPart, float modPart, const float modValue) {\n      highp float data = mainPart * modValue;\n      return data + modPart * modValue;\n    }\n    void packHighpData (out float mainPart, out float modPart, highp float data, const float modValue) {\n      highp float divide = data / modValue;\n      mainPart = floor(divide);\n      modPart = (data - mainPart * modValue) / modValue;\n    }\n    highp vec2 unpackHighpData (vec2 mainPart, vec2 modPart) {\n      highp vec2 data = mainPart;\n      return data + modPart;\n    }\n    void packHighpData (out vec2 mainPart, out vec2 modPart, highp vec2 data) {\n      mainPart = fract(data);\n      modPart = data - mainPart;\n    }\n    highp vec2 unpackHighpData (vec2 mainPart, vec2 modPart, const float modValue) {\n      highp vec2 data = mainPart * modValue;\n      return data + modPart * modValue;\n    }\n    void packHighpData (out vec2 mainPart, out vec2 modPart, highp vec2 data, const float modValue) {\n      highp vec2 divide = data / modValue;\n      mainPart = floor(divide);\n      modPart = (data - mainPart * modValue) / modValue;\n    }\n    highp vec3 unpackHighpData (vec3 mainPart, vec3 modPart) {\n      highp vec3 data = mainPart;\n      return data + modPart;\n    }\n    void packHighpData (out vec3 mainPart, out vec3 modPart, highp vec3 data) {\n      mainPart = fract(data);\n      modPart = data - mainPart;\n    }\n    highp vec3 unpackHighpData (vec3 mainPart, vec3 modPart, const float modValue) {\n      highp vec3 data = mainPart * modValue;\n      return data + modPart * modValue;\n    }\n    void packHighpData (out vec3 mainPart, out vec3 modPart, highp vec3 data, const float modValue) {\n      highp vec3 divide = data / modValue;\n      mainPart = floor(divide);\n      modPart = (data - mainPart * modValue) / modValue;\n    }\n    highp vec4 unpackHighpData (vec4 mainPart, vec4 modPart) {\n      highp vec4 data = mainPart;\n      return data + modPart;\n    }\n    void packHighpData (out vec4 mainPart, out vec4 modPart, highp vec4 data) {\n      mainPart = fract(data);\n      modPart = data - mainPart;\n    }\n    highp vec4 unpackHighpData (vec4 mainPart, vec4 modPart, const float modValue) {\n      highp vec4 data = mainPart * modValue;\n      return data + modPart * modValue;\n    }\n    void packHighpData (out vec4 mainPart, out vec4 modPart, highp vec4 data, const float modValue) {\n      highp vec4 divide = data / modValue;\n      mainPart = floor(divide);\n      modPart = (data - mainPart * modValue) / modValue;\n    }\n  float NativePCFShadowFactorHard (vec3 shadowNDCPos, sampler2D shadowMap, vec2 shadowMapResolution)\n  {\n    #if CC_SHADOWMAP_FORMAT == 1\n      return step(shadowNDCPos.z, dot(texture(shadowMap, shadowNDCPos.xy), vec4(1.0, 1.0 / 255.0, 1.0 / 65025.0, 1.0 / 16581375.0)));\n    #else\n      return step(shadowNDCPos.z, texture(shadowMap, shadowNDCPos.xy).x);\n    #endif\n  }\n  float NativePCFShadowFactorSoft (vec3 shadowNDCPos, sampler2D shadowMap, vec2 shadowMapResolution)\n  {\n    vec2 oneTap = 1.0 / shadowMapResolution;\n    vec2 shadowNDCPos_offset = shadowNDCPos.xy + oneTap;\n    float block0, block1, block2, block3;\n    #if CC_SHADOWMAP_FORMAT == 1\n      block0 = step(shadowNDCPos.z, dot(texture(shadowMap, vec2(shadowNDCPos.x, shadowNDCPos.y)), vec4(1.0, 1.0 / 255.0, 1.0 / 65025.0, 1.0 / 16581375.0)));\n      block1 = step(shadowNDCPos.z, dot(texture(shadowMap, vec2(shadowNDCPos_offset.x, shadowNDCPos.y)), vec4(1.0, 1.0 / 255.0, 1.0 / 65025.0, 1.0 / 16581375.0)));\n      block2 = step(shadowNDCPos.z, dot(texture(shadowMap, vec2(shadowNDCPos.x, shadowNDCPos_offset.y)), vec4(1.0, 1.0 / 255.0, 1.0 / 65025.0, 1.0 / 16581375.0)));\n      block3 = step(shadowNDCPos.z, dot(texture(shadowMap, vec2(shadowNDCPos_offset.x, shadowNDCPos_offset.y)), vec4(1.0, 1.0 / 255.0, 1.0 / 65025.0, 1.0 / 16581375.0)));\n    #else\n      block0 = step(shadowNDCPos.z, texture(shadowMap, vec2(shadowNDCPos.x, shadowNDCPos.y)).x);\n      block1 = step(shadowNDCPos.z, texture(shadowMap, vec2(shadowNDCPos_offset.x, shadowNDCPos.y)).x);\n      block2 = step(shadowNDCPos.z, texture(shadowMap, vec2(shadowNDCPos.x, shadowNDCPos_offset.y)).x);\n      block3 = step(shadowNDCPos.z, texture(shadowMap, vec2(shadowNDCPos_offset.x, shadowNDCPos_offset.y)).x);\n    #endif\n    float coefX   = mod(shadowNDCPos.x, oneTap.x) * shadowMapResolution.x;\n    float resultX = mix(block0, block1, coefX);\n    float resultY = mix(block2, block3, coefX);\n    float coefY   = mod(shadowNDCPos.y, oneTap.y) * shadowMapResolution.y;\n    return mix(resultX, resultY, coefY);\n  }\n  float NativePCFShadowFactorSoft3X (vec3 shadowNDCPos, sampler2D shadowMap, vec2 shadowMapResolution)\n  {\n    vec2 oneTap = 1.0 / shadowMapResolution;\n    float shadowNDCPos_offset_L = shadowNDCPos.x - oneTap.x;\n    float shadowNDCPos_offset_R = shadowNDCPos.x + oneTap.x;\n    float shadowNDCPos_offset_U = shadowNDCPos.y - oneTap.y;\n    float shadowNDCPos_offset_D = shadowNDCPos.y + oneTap.y;\n    float block0, block1, block2, block3, block4, block5, block6, block7, block8;\n    #if CC_SHADOWMAP_FORMAT == 1\n      block0 = step(shadowNDCPos.z, dot(texture(shadowMap, vec2(shadowNDCPos_offset_L, shadowNDCPos_offset_U)), vec4(1.0, 1.0 / 255.0, 1.0 / 65025.0, 1.0 / 16581375.0)));\n      block1 = step(shadowNDCPos.z, dot(texture(shadowMap, vec2(shadowNDCPos.x, shadowNDCPos_offset_U)), vec4(1.0, 1.0 / 255.0, 1.0 / 65025.0, 1.0 / 16581375.0)));\n      block2 = step(shadowNDCPos.z, dot(texture(shadowMap, vec2(shadowNDCPos_offset_R, shadowNDCPos_offset_U)), vec4(1.0, 1.0 / 255.0, 1.0 / 65025.0, 1.0 / 16581375.0)));\n      block3 = step(shadowNDCPos.z, dot(texture(shadowMap, vec2(shadowNDCPos_offset_L, shadowNDCPos.y)), vec4(1.0, 1.0 / 255.0, 1.0 / 65025.0, 1.0 / 16581375.0)));\n      block4 = step(shadowNDCPos.z, dot(texture(shadowMap, vec2(shadowNDCPos.x, shadowNDCPos.y)), vec4(1.0, 1.0 / 255.0, 1.0 / 65025.0, 1.0 / 16581375.0)));\n      block5 = step(shadowNDCPos.z, dot(texture(shadowMap, vec2(shadowNDCPos_offset_R, shadowNDCPos.y)), vec4(1.0, 1.0 / 255.0, 1.0 / 65025.0, 1.0 / 16581375.0)));\n      block6 = step(shadowNDCPos.z, dot(texture(shadowMap, vec2(shadowNDCPos_offset_L, shadowNDCPos_offset_D)), vec4(1.0, 1.0 / 255.0, 1.0 / 65025.0, 1.0 / 16581375.0)));\n      block7 = step(shadowNDCPos.z, dot(texture(shadowMap, vec2(shadowNDCPos.x, shadowNDCPos_offset_D)), vec4(1.0, 1.0 / 255.0, 1.0 / 65025.0, 1.0 / 16581375.0)));\n      block8 = step(shadowNDCPos.z, dot(texture(shadowMap, vec2(shadowNDCPos_offset_R, shadowNDCPos_offset_D)), vec4(1.0, 1.0 / 255.0, 1.0 / 65025.0, 1.0 / 16581375.0)));\n    #else\n      block0 = step(shadowNDCPos.z, texture(shadowMap, vec2(shadowNDCPos_offset_L, shadowNDCPos_offset_U)).x);\n      block1 = step(shadowNDCPos.z, texture(shadowMap, vec2(shadowNDCPos.x, shadowNDCPos_offset_U)).x);\n      block2 = step(shadowNDCPos.z, texture(shadowMap, vec2(shadowNDCPos_offset_R, shadowNDCPos_offset_U)).x);\n      block3 = step(shadowNDCPos.z, texture(shadowMap, vec2(shadowNDCPos_offset_L, shadowNDCPos.y)).x);\n      block4 = step(shadowNDCPos.z, texture(shadowMap, vec2(shadowNDCPos.x, shadowNDCPos.y)).x);\n      block5 = step(shadowNDCPos.z, texture(shadowMap, vec2(shadowNDCPos_offset_R, shadowNDCPos.y)).x);\n      block6 = step(shadowNDCPos.z, texture(shadowMap, vec2(shadowNDCPos_offset_L, shadowNDCPos_offset_D)).x);\n      block7 = step(shadowNDCPos.z, texture(shadowMap, vec2(shadowNDCPos.x, shadowNDCPos_offset_D)).x);\n      block8 = step(shadowNDCPos.z, texture(shadowMap, vec2(shadowNDCPos_offset_R, shadowNDCPos_offset_D)).x);\n    #endif\n    float coefX = mod(shadowNDCPos.x, oneTap.x) * shadowMapResolution.x;\n    float coefY = mod(shadowNDCPos.y, oneTap.y) * shadowMapResolution.y;\n    float shadow = 0.0;\n    float resultX = mix(block0, block1, coefX);\n    float resultY = mix(block3, block4, coefX);\n    shadow += mix(resultX , resultY, coefY);\n    resultX = mix(block1, block2, coefX);\n    resultY = mix(block4, block5, coefX);\n    shadow += mix(resultX , resultY, coefY);\n    resultX = mix(block3, block4, coefX);\n    resultY = mix(block6, block7, coefX);\n    shadow += mix(resultX, resultY, coefY);\n    resultX = mix(block4, block5, coefX);\n    resultY = mix(block7, block8, coefX);\n    shadow += mix(resultX, resultY, coefY);\n    return shadow * 0.25;\n  }\n  float NativePCFShadowFactorSoft5X (vec3 shadowNDCPos, sampler2D shadowMap, vec2 shadowMapResolution)\n  {\n    vec2 oneTap = 1.0 / shadowMapResolution;\n    vec2 twoTap = oneTap * 2.0;\n    vec2 offset1 = shadowNDCPos.xy + vec2(-twoTap.x, -twoTap.y);\n    vec2 offset2 = shadowNDCPos.xy + vec2(-oneTap.x, -twoTap.y);\n    vec2 offset3 = shadowNDCPos.xy + vec2(0.0, -twoTap.y);\n    vec2 offset4 = shadowNDCPos.xy + vec2(oneTap.x, -twoTap.y);\n    vec2 offset5 = shadowNDCPos.xy + vec2(twoTap.x, -twoTap.y);\n    vec2 offset6 = shadowNDCPos.xy + vec2(-twoTap.x, -oneTap.y);\n    vec2 offset7 = shadowNDCPos.xy + vec2(-oneTap.x, -oneTap.y);\n    vec2 offset8 = shadowNDCPos.xy + vec2(0.0, -oneTap.y);\n    vec2 offset9 = shadowNDCPos.xy + vec2(oneTap.x, -oneTap.y);\n    vec2 offset10 = shadowNDCPos.xy + vec2(twoTap.x, -oneTap.y);\n    vec2 offset11 = shadowNDCPos.xy + vec2(-twoTap.x, 0.0);\n    vec2 offset12 = shadowNDCPos.xy + vec2(-oneTap.x, 0.0);\n    vec2 offset13 = shadowNDCPos.xy + vec2(0.0, 0.0);\n    vec2 offset14 = shadowNDCPos.xy + vec2(oneTap.x, 0.0);\n    vec2 offset15 = shadowNDCPos.xy + vec2(twoTap.x, 0.0);\n    vec2 offset16 = shadowNDCPos.xy + vec2(-twoTap.x, oneTap.y);\n    vec2 offset17 = shadowNDCPos.xy + vec2(-oneTap.x, oneTap.y);\n    vec2 offset18 = shadowNDCPos.xy + vec2(0.0, oneTap.y);\n    vec2 offset19 = shadowNDCPos.xy + vec2(oneTap.x, oneTap.y);\n    vec2 offset20 = shadowNDCPos.xy + vec2(twoTap.x, oneTap.y);\n    vec2 offset21 = shadowNDCPos.xy + vec2(-twoTap.x, twoTap.y);\n    vec2 offset22 = shadowNDCPos.xy + vec2(-oneTap.x, twoTap.y);\n    vec2 offset23 = shadowNDCPos.xy + vec2(0.0, twoTap.y);\n    vec2 offset24 = shadowNDCPos.xy + vec2(oneTap.x, twoTap.y);\n    vec2 offset25 = shadowNDCPos.xy + vec2(twoTap.x, twoTap.y);\n    float block1, block2, block3, block4, block5, block6, block7, block8, block9, block10, block11, block12, block13, block14, block15, block16, block17, block18, block19, block20, block21, block22, block23, block24, block25;\n    #if CC_SHADOWMAP_FORMAT == 1\n      block1 = step(shadowNDCPos.z, dot(texture(shadowMap, offset1), vec4(1.0, 1.0 / 255.0, 1.0 / 65025.0, 1.0 / 16581375.0)));\n      block2 = step(shadowNDCPos.z, dot(texture(shadowMap, offset2), vec4(1.0, 1.0 / 255.0, 1.0 / 65025.0, 1.0 / 16581375.0)));\n      block3 = step(shadowNDCPos.z, dot(texture(shadowMap, offset3), vec4(1.0, 1.0 / 255.0, 1.0 / 65025.0, 1.0 / 16581375.0)));\n      block4 = step(shadowNDCPos.z, dot(texture(shadowMap, offset4), vec4(1.0, 1.0 / 255.0, 1.0 / 65025.0, 1.0 / 16581375.0)));\n      block5 = step(shadowNDCPos.z, dot(texture(shadowMap, offset5), vec4(1.0, 1.0 / 255.0, 1.0 / 65025.0, 1.0 / 16581375.0)));\n      block6 = step(shadowNDCPos.z, dot(texture(shadowMap, offset6), vec4(1.0, 1.0 / 255.0, 1.0 / 65025.0, 1.0 / 16581375.0)));\n      block7 = step(shadowNDCPos.z, dot(texture(shadowMap, offset7), vec4(1.0, 1.0 / 255.0, 1.0 / 65025.0, 1.0 / 16581375.0)));\n      block8 = step(shadowNDCPos.z, dot(texture(shadowMap, offset8), vec4(1.0, 1.0 / 255.0, 1.0 / 65025.0, 1.0 / 16581375.0)));\n      block9 = step(shadowNDCPos.z, dot(texture(shadowMap, offset9), vec4(1.0, 1.0 / 255.0, 1.0 / 65025.0, 1.0 / 16581375.0)));\n      block10 = step(shadowNDCPos.z, dot(texture(shadowMap, offset10), vec4(1.0, 1.0 / 255.0, 1.0 / 65025.0, 1.0 / 16581375.0)));\n      block11 = step(shadowNDCPos.z, dot(texture(shadowMap, offset11), vec4(1.0, 1.0 / 255.0, 1.0 / 65025.0, 1.0 / 16581375.0)));\n      block12 = step(shadowNDCPos.z, dot(texture(shadowMap, offset12), vec4(1.0, 1.0 / 255.0, 1.0 / 65025.0, 1.0 / 16581375.0)));\n      block13 = step(shadowNDCPos.z, dot(texture(shadowMap, offset13), vec4(1.0, 1.0 / 255.0, 1.0 / 65025.0, 1.0 / 16581375.0)));\n      block14 = step(shadowNDCPos.z, dot(texture(shadowMap, offset14), vec4(1.0, 1.0 / 255.0, 1.0 / 65025.0, 1.0 / 16581375.0)));\n      block15 = step(shadowNDCPos.z, dot(texture(shadowMap, offset15), vec4(1.0, 1.0 / 255.0, 1.0 / 65025.0, 1.0 / 16581375.0)));\n      block16 = step(shadowNDCPos.z, dot(texture(shadowMap, offset16), vec4(1.0, 1.0 / 255.0, 1.0 / 65025.0, 1.0 / 16581375.0)));\n      block17 = step(shadowNDCPos.z, dot(texture(shadowMap, offset17), vec4(1.0, 1.0 / 255.0, 1.0 / 65025.0, 1.0 / 16581375.0)));\n      block18 = step(shadowNDCPos.z, dot(texture(shadowMap, offset18), vec4(1.0, 1.0 / 255.0, 1.0 / 65025.0, 1.0 / 16581375.0)));\n      block19 = step(shadowNDCPos.z, dot(texture(shadowMap, offset19), vec4(1.0, 1.0 / 255.0, 1.0 / 65025.0, 1.0 / 16581375.0)));\n      block20 = step(shadowNDCPos.z, dot(texture(shadowMap, offset20), vec4(1.0, 1.0 / 255.0, 1.0 / 65025.0, 1.0 / 16581375.0)));\n      block21 = step(shadowNDCPos.z, dot(texture(shadowMap, offset21), vec4(1.0, 1.0 / 255.0, 1.0 / 65025.0, 1.0 / 16581375.0)));\n      block22 = step(shadowNDCPos.z, dot(texture(shadowMap, offset22), vec4(1.0, 1.0 / 255.0, 1.0 / 65025.0, 1.0 / 16581375.0)));\n      block23 = step(shadowNDCPos.z, dot(texture(shadowMap, offset23), vec4(1.0, 1.0 / 255.0, 1.0 / 65025.0, 1.0 / 16581375.0)));\n      block24 = step(shadowNDCPos.z, dot(texture(shadowMap, offset24), vec4(1.0, 1.0 / 255.0, 1.0 / 65025.0, 1.0 / 16581375.0)));\n      block25 = step(shadowNDCPos.z, dot(texture(shadowMap, offset25), vec4(1.0, 1.0 / 255.0, 1.0 / 65025.0, 1.0 / 16581375.0)));\n    #else\n      block1 = step(shadowNDCPos.z, texture(shadowMap, offset1).x);\n      block2 = step(shadowNDCPos.z, texture(shadowMap, offset2).x);\n      block3 = step(shadowNDCPos.z, texture(shadowMap, offset3).x);\n      block4 = step(shadowNDCPos.z, texture(shadowMap, offset4).x);\n      block5 = step(shadowNDCPos.z, texture(shadowMap, offset5).x);\n      block6 = step(shadowNDCPos.z, texture(shadowMap, offset6).x);\n      block7 = step(shadowNDCPos.z, texture(shadowMap, offset7).x);\n      block8 = step(shadowNDCPos.z, texture(shadowMap, offset8).x);\n      block9 = step(shadowNDCPos.z, texture(shadowMap, offset9).x);\n      block10 = step(shadowNDCPos.z, texture(shadowMap, offset10).x);\n      block11 = step(shadowNDCPos.z, texture(shadowMap, offset11).x);\n      block12 = step(shadowNDCPos.z, texture(shadowMap, offset12).x);\n      block13 = step(shadowNDCPos.z, texture(shadowMap, offset13).x);\n      block14 = step(shadowNDCPos.z, texture(shadowMap, offset14).x);\n      block15 = step(shadowNDCPos.z, texture(shadowMap, offset15).x);\n      block16 = step(shadowNDCPos.z, texture(shadowMap, offset16).x);\n      block17 = step(shadowNDCPos.z, texture(shadowMap, offset17).x);\n      block18 = step(shadowNDCPos.z, texture(shadowMap, offset18).x);\n      block19 = step(shadowNDCPos.z, texture(shadowMap, offset19).x);\n      block20 = step(shadowNDCPos.z, texture(shadowMap, offset20).x);\n      block21 = step(shadowNDCPos.z, texture(shadowMap, offset21).x);\n      block22 = step(shadowNDCPos.z, texture(shadowMap, offset22).x);\n      block23 = step(shadowNDCPos.z, texture(shadowMap, offset23).x);\n      block24 = step(shadowNDCPos.z, texture(shadowMap, offset24).x);\n      block25 = step(shadowNDCPos.z, texture(shadowMap, offset25).x);\n    #endif\n    vec2 coef = fract(shadowNDCPos.xy * shadowMapResolution);\n    vec2 v1X1 = mix(vec2(block1, block6), vec2(block2, block7), coef.xx);\n    vec2 v1X2 = mix(vec2(block2, block7), vec2(block3, block8), coef.xx);\n    vec2 v1X3 = mix(vec2(block3, block8), vec2(block4, block9), coef.xx);\n    vec2 v1X4 = mix(vec2(block4, block9), vec2(block5, block10), coef.xx);\n    float v1 = mix(v1X1.x, v1X1.y, coef.y) + mix(v1X2.x, v1X2.y, coef.y) + mix(v1X3.x, v1X3.y, coef.y) + mix(v1X4.x, v1X4.y, coef.y);\n    vec2 v2X1 = mix(vec2(block6, block11), vec2(block7, block12), coef.xx);\n    vec2 v2X2 = mix(vec2(block7, block12), vec2(block8, block13), coef.xx);\n    vec2 v2X3 = mix(vec2(block8, block13), vec2(block9, block14), coef.xx);\n    vec2 v2X4 = mix(vec2(block9, block14), vec2(block10, block15), coef.xx);\n    float v2 = mix(v2X1.x, v2X1.y, coef.y) + mix(v2X2.x, v2X2.y, coef.y) + mix(v2X3.x, v2X3.y, coef.y) + mix(v2X4.x, v2X4.y, coef.y);\n    vec2 v3X1 = mix(vec2(block11, block16), vec2(block12, block17), coef.xx);\n    vec2 v3X2 = mix(vec2(block12, block17), vec2(block13, block18), coef.xx);\n    vec2 v3X3 = mix(vec2(block13, block18), vec2(block14, block19), coef.xx);\n    vec2 v3X4 = mix(vec2(block14, block19), vec2(block15, block20), coef.xx);\n    float v3 = mix(v3X1.x, v3X1.y, coef.y) + mix(v3X2.x, v3X2.y, coef.y) + mix(v3X3.x, v3X3.y, coef.y) + mix(v3X4.x, v3X4.y, coef.y);\n    vec2 v4X1 = mix(vec2(block16, block21), vec2(block17, block22), coef.xx);\n    vec2 v4X2 = mix(vec2(block17, block22), vec2(block18, block23), coef.xx);\n    vec2 v4X3 = mix(vec2(block18, block23), vec2(block19, block24), coef.xx);\n    vec2 v4X4 = mix(vec2(block19, block24), vec2(block20, block25), coef.xx);\n    float v4 = mix(v4X1.x, v4X1.y, coef.y) + mix(v4X2.x, v4X2.y, coef.y) + mix(v4X3.x, v4X3.y, coef.y) + mix(v4X4.x, v4X4.y, coef.y);\n    float fAvg = (v1 + v2 + v3 + v4) * 0.0625;\n    return fAvg;\n  }\n  bool GetShadowNDCPos(out vec3 shadowNDCPos, vec4 shadowPosWithDepthBias)\n  {\n  \tshadowNDCPos = shadowPosWithDepthBias.xyz / shadowPosWithDepthBias.w * 0.5 + 0.5;\n  \tif (shadowNDCPos.x < 0.0 || shadowNDCPos.x > 1.0 ||\n  \t\tshadowNDCPos.y < 0.0 || shadowNDCPos.y > 1.0 ||\n  \t\tshadowNDCPos.z < 0.0 || shadowNDCPos.z > 1.0) {\n  \t\treturn false;\n  \t}\n  \tshadowNDCPos.xy = cc_cameraPos.w == 1.0 ? vec2(shadowNDCPos.xy.x, 1.0 - shadowNDCPos.xy.y) : shadowNDCPos.xy;\n  \treturn true;\n  }\n  vec4 ApplyShadowDepthBias_FaceNormal(vec4 shadowPos, vec3 worldNormal, float normalBias, vec3 matViewDir0, vec3 matViewDir1, vec3 matViewDir2, vec2 projScaleXY)\n  {\n    vec4 newShadowPos = shadowPos;\n    if (normalBias > EPSILON_LOWP)\n    {\n      vec3 viewNormal = vec3(dot(matViewDir0, worldNormal), dot(matViewDir1, worldNormal), dot(matViewDir2, worldNormal));\n      if (viewNormal.z < 0.1)\n        newShadowPos.xy += viewNormal.xy * projScaleXY * normalBias * clamp(viewNormal.z, 0.001, 0.1);\n    }\n    return newShadowPos;\n  }\n  vec4 ApplyShadowDepthBias_FaceNormal(vec4 shadowPos, vec3 worldNormal, float normalBias, mat4 matLightView, vec2 projScaleXY)\n  {\n  \tvec4 newShadowPos = shadowPos;\n  \tif (normalBias > EPSILON_LOWP)\n  \t{\n  \t\tvec4 viewNormal = matLightView * vec4(worldNormal, 0.0);\n  \t\tif (viewNormal.z < 0.1)\n  \t\t\tnewShadowPos.xy += viewNormal.xy * projScaleXY * normalBias * clamp(viewNormal.z, 0.001, 0.1);\n  \t}\n  \treturn newShadowPos;\n  }\n  vec4 ApplyShadowDepthBias_Perspective(vec4 shadowPos, float viewspaceDepthBias)\n  {\n  \tvec3 viewSpacePos;\n  \tviewSpacePos.xy = shadowPos.xy * cc_shadowProjInfo.zw;\n  \tviewSpacePos.z = shadowPos.z * cc_shadowInvProjDepthInfo.x + shadowPos.w * cc_shadowInvProjDepthInfo.y;\n  \tviewSpacePos.xyz += cc_shadowProjDepthInfo.z * normalize(viewSpacePos.xyz) * viewspaceDepthBias;\n  \tvec4 clipSpacePos;\n  \tclipSpacePos.xy = viewSpacePos.xy * cc_shadowProjInfo.xy;\n  \tclipSpacePos.zw = viewSpacePos.z * cc_shadowProjDepthInfo.xz + vec2(cc_shadowProjDepthInfo.y, 0.0);\n  \t#if CC_SHADOWMAP_USE_LINEAR_DEPTH\n  \t\tclipSpacePos.z = GetLinearDepthFromViewSpace(viewSpacePos.xyz, cc_shadowNFLSInfo.x, cc_shadowNFLSInfo.y);\n  \t\tclipSpacePos.z = (clipSpacePos.z * 2.0 - 1.0) * clipSpacePos.w;\n  \t#endif\n  \treturn clipSpacePos;\n  }\n  vec4 ApplyShadowDepthBias_Orthographic(vec4 shadowPos, float viewspaceDepthBias, float projScaleZ, float projBiasZ)\n  {\n  \tfloat coeffA = projScaleZ;\n  \tfloat coeffB = projBiasZ;\n  \tfloat viewSpacePos_z = (shadowPos.z - coeffB) / coeffA;\n  \tviewSpacePos_z += viewspaceDepthBias;\n  \tvec4 result = shadowPos;\n  \tresult.z = viewSpacePos_z * coeffA + coeffB;\n  \treturn result;\n  }\n  vec4 ApplyShadowDepthBias_PerspectiveLinearDepth(vec4 shadowPos, float viewspaceDepthBias, vec3 worldPos)\n  {\n    shadowPos.z = CCGetLinearDepth(worldPos, viewspaceDepthBias) * 2.0 - 1.0;\n    shadowPos.z *= shadowPos.w;\n    return shadowPos;\n  }\n  float CCGetDirLightShadowFactorHard (vec4 shadowPosWithDepthBias) {\n\t  vec3 shadowNDCPos;\n\t  if (!GetShadowNDCPos(shadowNDCPos, shadowPosWithDepthBias)) {\n\t\t  return 1.0;\n\t  }\n    return NativePCFShadowFactorHard(shadowNDCPos, cc_shadowMap, cc_shadowWHPBInfo.xy);\n  }\n  float CCGetDirLightShadowFactorSoft (vec4 shadowPosWithDepthBias) {\n\t  vec3 shadowNDCPos;\n\t  if (!GetShadowNDCPos(shadowNDCPos, shadowPosWithDepthBias)) {\n\t\t  return 1.0;\n\t  }\n    return NativePCFShadowFactorSoft(shadowNDCPos, cc_shadowMap, cc_shadowWHPBInfo.xy);\n  }\n  float CCGetDirLightShadowFactorSoft3X (vec4 shadowPosWithDepthBias) {\n\t  vec3 shadowNDCPos;\n\t  if (!GetShadowNDCPos(shadowNDCPos, shadowPosWithDepthBias)) {\n\t\t  return 1.0;\n\t  }\n    return NativePCFShadowFactorSoft3X(shadowNDCPos, cc_shadowMap, cc_shadowWHPBInfo.xy);\n  }\n  float CCGetDirLightShadowFactorSoft5X (vec4 shadowPosWithDepthBias) {\n\t  vec3 shadowNDCPos;\n\t  if (!GetShadowNDCPos(shadowNDCPos, shadowPosWithDepthBias)) {\n\t\t  return 1.0;\n\t  }\n    return NativePCFShadowFactorSoft5X(shadowNDCPos, cc_shadowMap, cc_shadowWHPBInfo.xy);\n  }\n  float CCGetSpotLightShadowFactorHard (vec4 shadowPosWithDepthBias, vec3 worldPos) {\n\t  vec3 shadowNDCPos;\n\t  if (!GetShadowNDCPos(shadowNDCPos, shadowPosWithDepthBias)) {\n\t\t  return 1.0;\n\t  }\n    return NativePCFShadowFactorHard(shadowNDCPos, cc_spotShadowMap, cc_shadowWHPBInfo.xy);\n  }\n  float CCGetSpotLightShadowFactorSoft (vec4 shadowPosWithDepthBias, vec3 worldPos) {\n\t  vec3 shadowNDCPos;\n\t  if (!GetShadowNDCPos(shadowNDCPos, shadowPosWithDepthBias)) {\n\t\t  return 1.0;\n\t  }\n    return NativePCFShadowFactorSoft(shadowNDCPos, cc_spotShadowMap, cc_shadowWHPBInfo.xy);\n  }\n  float CCGetSpotLightShadowFactorSoft3X (vec4 shadowPosWithDepthBias, vec3 worldPos) {\n\t  vec3 shadowNDCPos;\n\t  if (!GetShadowNDCPos(shadowNDCPos, shadowPosWithDepthBias)) {\n\t\t  return 1.0;\n\t  }\n    return NativePCFShadowFactorSoft3X(shadowNDCPos, cc_spotShadowMap, cc_shadowWHPBInfo.xy);\n  }\n  float CCGetSpotLightShadowFactorSoft5X (vec4 shadowPosWithDepthBias, vec3 worldPos) {\n\t  vec3 shadowNDCPos;\n\t  if (!GetShadowNDCPos(shadowNDCPos, shadowPosWithDepthBias)) {\n\t\t  return 1.0;\n\t  }\n    return NativePCFShadowFactorSoft5X(shadowNDCPos, cc_spotShadowMap, cc_shadowWHPBInfo.xy);\n  }\n  float CCSpotShadowFactorBase(vec4 shadowPos, vec3 worldPos, vec2 shadowBias)\n  {\n    float pcf = cc_shadowWHPBInfo.z;\n    vec4 pos = vec4(1.0);\n    #if CC_SHADOWMAP_USE_LINEAR_DEPTH\n      pos = ApplyShadowDepthBias_PerspectiveLinearDepth(shadowPos, shadowBias.x, worldPos);\n    #else\n      pos = ApplyShadowDepthBias_Perspective(shadowPos, shadowBias.x);\n    #endif\n    if (pcf > 2.9) {\n      return CCGetSpotLightShadowFactorSoft5X(pos, worldPos);\n    }else if (pcf > 1.9) {\n      return CCGetSpotLightShadowFactorSoft3X(pos, worldPos);\n    }else if (pcf > 0.9) {\n      return CCGetSpotLightShadowFactorSoft(pos, worldPos);\n    }else {\n      return CCGetSpotLightShadowFactorHard(pos, worldPos);\n    }\n  }\n  float CCShadowFactorBase(vec4 shadowPos, vec3 N, vec2 shadowBias)\n  {\n    vec4 pos = ApplyShadowDepthBias_FaceNormal(shadowPos, N, shadowBias.y, cc_matLightView, cc_shadowProjInfo.xy);\n    pos = ApplyShadowDepthBias_Orthographic(pos, shadowBias.x, cc_shadowProjDepthInfo.x, cc_shadowProjDepthInfo.y);\n    float realtimeShadow = 1.0;\n    #if CC_DIR_SHADOW_PCF_TYPE == 3\n      realtimeShadow = CCGetDirLightShadowFactorSoft5X(pos);\n    #endif\n    #if CC_DIR_SHADOW_PCF_TYPE == 2\n      realtimeShadow =  CCGetDirLightShadowFactorSoft3X(pos);\n    #endif\n    #if CC_DIR_SHADOW_PCF_TYPE == 1\n      realtimeShadow = CCGetDirLightShadowFactorSoft(pos);\n    #endif\n    #if CC_DIR_SHADOW_PCF_TYPE == 0\n      realtimeShadow = CCGetDirLightShadowFactorHard(pos);\n    #endif\n    return mix(realtimeShadow, 1.0, cc_shadowNFLSInfo.w);\n  }\n  #if CC_SUPPORT_CASCADED_SHADOW_MAP\n    int CCGetCSMLevel(out vec4 csmPos, out vec4 shadowProjDepthInfo, out vec4 shadowProjInfo, out vec3 shadowViewDir0, out vec3 shadowViewDir1, out vec3 shadowViewDir2, vec3 worldPos) {\n      int layer = -1;\n      highp float layerThreshold = cc_csmViewDir0[0].w;\n      for (int i = 0; i < 4; i++) {\n        vec4 shadowPos = cc_matCSMViewProj[i] * vec4(worldPos.xyz, 1.0);\n        vec3 clipPos = shadowPos.xyz / shadowPos.w * 0.5 + 0.5;\n        if (clipPos.x >= (0.0 + layerThreshold) && clipPos.x <= (1.0 - layerThreshold) &&\n            clipPos.y >= (0.0 + layerThreshold) && clipPos.y <= (1.0 - layerThreshold) &&\n            clipPos.z >= 0.0 && clipPos.z <= 1.0 && layer < 0) {\n          csmPos = cc_matCSMViewProj[i] * vec4(worldPos.xyz, 1.0);\n          csmPos.xy = csmPos.xy * cc_csmAtlas[i].xy + cc_csmAtlas[i].zw;\n          shadowProjDepthInfo = cc_csmProjDepthInfo[i];\n          shadowProjInfo = cc_csmProjInfo[i];\n          shadowViewDir0 = cc_csmViewDir0[i].xyz;\n          shadowViewDir1 = cc_csmViewDir1[i].xyz;\n          shadowViewDir2 = cc_csmViewDir2[i].xyz;\n          layer = i;\n        }\n      }\n      return layer;\n    }\n    float CCCSMFactorBase(vec3 worldPos, vec3 N, vec2 shadowBias)\n    {\n      vec4 csmPos = vec4(1.0);\n      vec4 shadowProjDepthInfo, shadowProjInfo;\n      vec3 shadowViewDir0, shadowViewDir1, shadowViewDir2;\n      int level = CCGetCSMLevel(csmPos, shadowProjDepthInfo, shadowProjInfo, shadowViewDir0, shadowViewDir1, shadowViewDir2, worldPos);\n      if (level < 0) { return 1.0; }\n      vec4 pos = ApplyShadowDepthBias_FaceNormal(csmPos, N, shadowBias.y, shadowViewDir0, shadowViewDir1, shadowViewDir2, shadowProjInfo.xy);\n      pos = ApplyShadowDepthBias_Orthographic(pos, shadowBias.x, shadowProjDepthInfo.x, shadowProjDepthInfo.y);\n      float realtimeShadow = 1.0;\n      #if CC_DIR_SHADOW_PCF_TYPE == 3\n        realtimeShadow = CCGetDirLightShadowFactorSoft5X(pos);\n      #endif\n      #if CC_DIR_SHADOW_PCF_TYPE == 2\n        realtimeShadow = CCGetDirLightShadowFactorSoft3X(pos);\n      #endif\n      #if CC_DIR_SHADOW_PCF_TYPE == 1\n        realtimeShadow = CCGetDirLightShadowFactorSoft(pos);\n      #endif\n      #if CC_DIR_SHADOW_PCF_TYPE == 0\n        realtimeShadow = CCGetDirLightShadowFactorHard(pos);\n      #endif\n      return mix(realtimeShadow, 1.0, cc_shadowNFLSInfo.w);\n    }\n  #else\n    int CCGetCSMLevel(out vec4 csmPos, out vec4 shadowProjDepthInfo, out vec4 shadowProjInfo, out vec3 shadowViewDir0, out vec3 shadowViewDir1, out vec3 shadowViewDir2, vec3 worldPos) {\n      return -1;\n    }\n    float CCCSMFactorBase(vec3 worldPos, vec3 N, vec2 shadowBias) {\n      vec4 shadowPos = cc_matLightViewProj * vec4(worldPos, 1.0);\n      return CCShadowFactorBase(shadowPos, N, shadowBias);\n    }\n  #endif\n#endif\n#if CC_USE_IBL\n  layout(set = 0, binding = 5) uniform samplerCube cc_environment;\n  vec4 fragTextureLod (sampler2D tex, vec2 coord, float lod) {\n      return textureLod(tex, coord, lod);\n  }\n  vec4 fragTextureLod (samplerCube tex, vec3 coord, float lod) {\n      return textureLod(tex, coord, lod);\n  }\n  vec3 unpackRGBE (vec4 rgbe) {\n    return rgbe.rgb * pow(1.1, rgbe.a * 255.0 - 128.0);\n  }\n  #if CC_USE_DIFFUSEMAP\n    layout(set = 0, binding = 7) uniform samplerCube cc_diffuseMap;\n  #endif\n#endif\nfloat GGXMobile (float roughness, float NoH, vec3 H, vec3 N) {\n  vec3 NxH = cross(N, H);\n  float OneMinusNoHSqr = dot(NxH, NxH);\n  float a = roughness * roughness;\n  float n = NoH * a;\n  float p = a / (OneMinusNoHSqr + n * n);\n  return p * p;\n}\nfloat CalcSpecular (float roughness, float NoH, vec3 H, vec3 N) {\n  return (roughness * 0.25 + 0.25) * GGXMobile(roughness, NoH, H, N);\n}\nvec3 BRDFApprox (vec3 specular, float roughness, float NoV) {\n  const vec4 c0 = vec4(-1.0, -0.0275, -0.572, 0.022);\n  const vec4 c1 = vec4(1.0, 0.0425, 1.04, -0.04);\n  vec4 r = roughness * c0 + c1;\n  float a004 = min(r.x * r.x, exp2(-9.28 * NoV)) * r.x + r.y;\n  vec2 AB = vec2(-1.04, 1.04) * a004 + r.zw;\n  AB.y *= clamp(50.0 * specular.g, 0.0, 1.0);\n  return specular * AB.x + AB.y;\n}\n#if USE_REFLECTION_DENOISE\n  vec3 GetEnvReflectionWithMipFiltering(vec3 R, float roughness, float mipCount, float denoiseIntensity) {\n    #if CC_USE_IBL\n    \tfloat mip = roughness * (mipCount - 1.0);\n    \tfloat delta = (dot(dFdx(R), dFdy(R))) * 1000.0;\n    \tfloat mipBias = mix(0.0, 5.0, clamp(delta, 0.0, 1.0));\n    \tvec4 biased = fragTextureLod(cc_environment, R, mip + mipBias);\n     \tvec4 filtered = texture(cc_environment, R);\n      #if CC_USE_IBL == 2\n      \tbiased.rgb = unpackRGBE(biased);\n      \tfiltered.rgb = unpackRGBE(filtered);\n      #else\n      \tbiased.rgb = SRGBToLinear(biased.rgb);\n      \tfiltered.rgb = SRGBToLinear(filtered.rgb);\n      #endif\n      return mix(biased.rgb, filtered.rgb, denoiseIntensity);\n    #else\n      return vec3(0.0, 0.0, 0.0);\n    #endif\n  }\n#endif\nstruct StandardSurface {\n  vec4 albedo;\n    #if CC_PLATFORM_ANDROID_AND_WEBGL && CC_ENABLE_WEBGL_HIGHP_STRUCT_VALUES\n    vec3 position, position_fract_part;\n    #else\n    vec3 position;\n    #endif\n  vec3 normal;\n  vec3 emissive;\n  vec3 lightmap;\n  float lightmap_test;\n  float roughness;\n  float metallic;\n  float occlusion;\n  float specularIntensity;\n  #if CC_RECEIVE_SHADOW\n    vec2 shadowBias;\n  #endif\n};\nvec4 CCStandardShadingBase (StandardSurface s, vec4 shadowPos) {\n  vec3 diffuse = s.albedo.rgb * (1.0 - s.metallic);\n  vec3 specular = mix(vec3(0.08 * s.specularIntensity), s.albedo.rgb, s.metallic);\n  vec3 position;\n    #if CC_PLATFORM_ANDROID_AND_WEBGL && CC_ENABLE_WEBGL_HIGHP_STRUCT_VALUES\n    position = unpackHighpData(s.position, s.position_fract_part);\n    #else\n    position = s.position;\n    #endif\n  vec3 N = normalize(s.normal);\n  vec3 V = normalize(cc_cameraPos.xyz - position);\n  vec3 L = normalize(-cc_mainLitDir.xyz);\n  float NL = max(dot(N, L), 0.0);\n  float shadow = 1.0;\n  #if CC_RECEIVE_SHADOW && CC_SHADOW_TYPE == 2\n    if (NL > 0.0 && cc_mainLitDir.w > 0.0) {\n      if (cc_shadowLPNNInfo.w > 0.0) {\n        #if CC_DIR_LIGHT_SHADOW_TYPE == 2\n          shadow = CCCSMFactorBase(position, N, s.shadowBias);\n        #endif\n      } else {\n        #if CC_DIR_LIGHT_SHADOW_TYPE == 1\n          shadow = CCShadowFactorBase(shadowPos, N, s.shadowBias);\n        #endif\n      }\n    }\n  #endif\n  #if CC_USE_LIGHTMAP && !CC_FORWARD_ADD\n    vec3 lightmap = s.lightmap.rgb;\n    #if CC_USE_HDR\n        lightmap.rgb *= cc_exposure.w * cc_exposure.x;\n    #endif\n    vec3 finalColor = diffuse * lightmap.rgb * shadow;\n  #else\n    float NV = max(abs(dot(N, V)), 0.0);\n    specular = BRDFApprox(specular, s.roughness, NV);\n    vec3 H = normalize(L + V);\n    float NH = max(dot(N, H), 0.0);\n    vec3 finalColor = NL * cc_mainLitColor.rgb * cc_mainLitColor.w;\n    vec3 diffuseContrib = diffuse / PI;\n    vec3 specularContrib = specular * CalcSpecular(s.roughness, NH, H, N);\n    vec3 dirlightContrib = (diffuseContrib + specularContrib);\n    dirlightContrib *= shadow;\n    finalColor *= dirlightContrib;\n  #endif\n  float fAmb = 0.5 - N.y * 0.5;\n  vec3 ambDiff = mix(cc_ambientSky.rgb, cc_ambientGround.rgb, fAmb);\n  #if CC_USE_IBL\n    #if CC_USE_DIFFUSEMAP\n      vec4 diffuseMap = texture(cc_diffuseMap, N);\n      #if CC_USE_DIFFUSEMAP == 2\n        ambDiff = unpackRGBE(diffuseMap);\n      #else\n        ambDiff = SRGBToLinear(diffuseMap.rgb);\n      #endif\n    #endif\n    vec3 R = normalize(reflect(-V, N));\n    vec3 rotationDir = RotationVecFromAxisY(R.xyz, cc_surfaceTransform.z, cc_surfaceTransform.w);\n    #if USE_REFLECTION_DENOISE && !CC_IBL_CONVOLUTED\n      vec3 env = GetEnvReflectionWithMipFiltering(rotationDir, s.roughness, cc_ambientGround.w, 0.6);\n    #else\n      vec4 envmap = fragTextureLod(cc_environment, rotationDir, s.roughness * (cc_ambientGround.w - 1.0));\n      #if CC_USE_IBL == 2\n        vec3 env = unpackRGBE(envmap);\n      #else\n        vec3 env = SRGBToLinear(envmap.rgb);\n      #endif\n    #endif\n    finalColor += env * cc_ambientSky.w * specular * s.occlusion;\n  #endif\n  finalColor += ambDiff.rgb * cc_ambientSky.w * diffuse * s.occlusion;\n  finalColor += s.emissive;\n  return vec4(finalColor, s.albedo.a);\n}\nvec3 ACESToneMap (vec3 color) {\n  color = min(color, vec3(8.0));\n  const float A = 2.51;\n  const float B = 0.03;\n  const float C = 2.43;\n  const float D = 0.59;\n  const float E = 0.14;\n  return (color * (A * color + B)) / (color * (C * color + D) + E);\n}\nvec4 CCFragOutput (vec4 color) {\n  #if CC_USE_HDR\n    color.rgb = ACESToneMap(color.rgb);\n  #endif\n  color.rgb = LinearToSRGB(color.rgb);\n  return color;\n}\nlayout(location = 1) in highp vec4 v_shadowPos;\n#if CC_RECEIVE_SHADOW && CC_SHADOW_TYPE == 2\n#endif\n#if CC_USE_LIGHTMAP && !CC_FORWARD_ADD\n  layout(location = 10) in vec3 v_luv;\n  layout(set = 2, binding = 10) uniform sampler2D cc_lightingMap;\n#endif\nlayout(location = 3) in vec3 v_position;\nlayout(location = 5) in vec2 v_uv;\nlayout(location = 6) in vec2 v_uv1;\nlayout(location = 4) in vec3 v_normal;\n#if CC_RECEIVE_SHADOW\n  layout(location = 7) in vec2 v_shadowBias;\n#endif\n#if USE_VERTEX_COLOR\n  layout(location = 2) in vec4 v_color;\n#endif\n#if USE_ALBEDO_MAP\n  layout(set = 1, binding = 1) uniform sampler2D albedoMap;\n#endif\n#if USE_WEIGHT_MAP\n  layout(set = 1, binding = 2) uniform sampler2D baseWeightMap;\n#endif\n#if USE_NORMAL_MAP\n  layout(location = 8) in vec3 v_tangent;\n  layout(location = 9) in vec3 v_bitangent;\n  layout(set = 1, binding = 3) uniform sampler2D normalMap;\n#endif\n#if USE_METALLIC_MAP\n  layout(set = 1, binding = 4) uniform sampler2D metallicMap;\n#endif\n#if USE_ROUGHNESS_MAP\n  layout(set = 1, binding = 5) uniform sampler2D roughnessMap;\n#endif\n#if USE_OCCLUSION_MAP\n  layout(set = 1, binding = 6) uniform sampler2D occlusionMap;\n#endif\n#if USE_TRANSPARENCY_MAP\n  layout(set = 1, binding = 7) uniform sampler2D transparencyMap;\n#endif\n#if USE_TRANSPARENCYCOLOR_MAP\n  layout(set = 1, binding = 8) uniform sampler2D transparencyColorMap;\n#endif\n#if USE_EMISSIVE_MAP\n  layout(set = 1, binding = 9) uniform sampler2D emissiveMap;\n#endif\n#if USE_EMISSIVESCALE_MAP\n  layout(set = 1, binding = 10) uniform sampler2D emissiveScaleMap;\n#endif\n#if USE_OPACITY_MAP\n  layout(set = 1, binding = 11) uniform sampler2D alphaSourceMap;\n#endif\nfloat discolor(vec3 srcColor) {\n  return dot(GRAY_VECTOR, srcColor);\n}\nvoid surf (out StandardSurface s) {\n  vec4 baseColor = albedo;\n  #if USE_VERTEX_COLOR\n    baseColor.rgb *= SRGBToLinear(v_color.rgb);\n    baseColor.a *= v_color.a;\n  #endif\n  #if USE_ALBEDO_MAP\n    vec4 texColor = texture(albedoMap, TEXTURE_UV);\n    texColor.rgb = SRGBToLinear(texColor.rgb);\n    baseColor = texColor;\n  #endif\n  #if USE_WEIGHT_MAP\n      vec4 weightColor = texture(baseWeightMap, TEXTURE_UV);\n      weightColor.rgb = SRGBToLinear(weightColor.rgb);\n      baseColor.rgb *= weightColor.rgb;\n  #else\n      baseColor.rgb *= albedoScale;\n  #endif\n  float metallicValue = metallic;\n  #if USE_METALLIC_MAP\n     vec4 metallicColor = texture(metallicMap, TEXTURE_UV);\n     metallicValue = discolor(metallicColor.rgb);\n     #if USE_METALLIC_CHANNEL\n         metallicColor.rgb = SRGBToLinear(metallicColor.rgb);\n         metallicValue = metallicColor.METALLIC_CHANNEL;\n     #endif\n  #endif\n  s.metallic = metallicValue;\n  float roughnessValue = roughness;\n  #if USE_ROUGHNESS_MAP\n     vec4 roughnessColor = texture(roughnessMap, TEXTURE_UV);\n     roughnessValue = discolor(roughnessColor.rgb);\n     #if USE_ROUGHNESS_CHANNEL\n         roughnessColor.rgb = SRGBToLinear(roughnessColor.rgb);\n         roughnessValue = roughnessColor.ROUGHNESS_CHANNEL;\n     #endif\n  #endif\n  s.roughness = max(0.02, roughnessValue);\n  float occlusionValue = 1.0;\n  #if USE_OCCLUSION_MAP\n     vec4 occlusionColor = texture(occlusionMap, TEXTURE_UV);\n     float occlusionColorValue = discolor(occlusionColor.rgb);\n     #if USE_OCCLUSION_CHANNEL\n         occlusionColor.rgb = SRGBToLinear(occlusionColor.rgb);\n         occlusionColorValue = occlusionColor.OCCLUSION_CHANNEL;\n     #endif\n     occlusionValue = mix(1.0, occlusionColorValue, occlusion);\n  #endif\n  s.occlusion = occlusionValue;\n  #if ALPHA_SOURCE_IS_OPACITY\n    #if USE_OPACITY_MAP\n      baseColor.a = 1.0 - texture(alphaSourceMap, TEXTURE_UV).ALPHA_SOURCE_CHANNEL;\n    #else\n      baseColor.a = 1.0 - alphaSource;\n    #endif\n  #else\n    #if USE_OPACITY_MAP\n      baseColor.a = texture(alphaSourceMap, TEXTURE_UV).ALPHA_SOURCE_CHANNEL;\n    #else\n      baseColor.a = alphaSource;\n    #endif\n  #endif\n  #if USE_ALPHA_TEST\n    if (baseColor.a < albedoScaleAndCutoff.w) discard;\n  #endif\n  s.albedo = baseColor;\n  #if CC_USE_LIGHTMAP && !CC_FORWARD_ADD\n    vec4 lightColor = texture(cc_lightingMap, v_luv.xy);\n    s.lightmap = lightColor.xyz * v_luv.z;\n    s.lightmap_test = v_luv.z;\n  #endif\n  s.normal = v_normal;\n  #if CC_RECEIVE_SHADOW\n    s.shadowBias = v_shadowBias;\n  #endif\n  #if USE_NORMAL_MAP\n    vec3 nmmp = texture(normalMap, NORMAL_UV).xyz - vec3(0.5);\n    s.normal =\n      (nmmp.x * normalStrength) * normalize(v_tangent) +\n      (nmmp.y * normalStrength) * normalize(v_bitangent) +\n      nmmp.z * normalize(s.normal);\n  #endif\n    #if CC_PLATFORM_ANDROID_AND_WEBGL && CC_ENABLE_WEBGL_HIGHP_STRUCT_VALUES\n    packHighpData(s.position, s.position_fract_part, v_position);\n    #else\n    s.position = v_position;\n    #endif\n  s.specularIntensity = 0.5;\n  vec3 emissiveColor = emissive.rgb;\n  #if USE_EMISSIVE_MAP\n      emissiveColor.rgb = SRGBToLinear(texture(emissiveMap, TEXTURE_UV).rgb);\n  #endif\n  #if USE_EMISSIVESCALE_MAP\n      vec4 emissiveScaleColor = texture(emissiveScaleMap, TEXTURE_UV);\n      emissiveScaleColor.rgb = SRGBToLinear(emissiveScaleColor.rgb);\n      emissiveColor.rgb *= emissiveScaleColor.rgb;\n  #else\n      emissiveColor.rgb *= emissiveScale;\n  #endif\n  s.emissive = emissiveColor.rgb;\n}\n#if CC_FORWARD_ADD\n  #if CC_PIPELINE_TYPE == 0\n    #define LIGHTS_PER_PASS 1\n  #else\n    #define LIGHTS_PER_PASS 10\n  #endif\n  #if CC_ENABLE_CLUSTERED_LIGHT_CULLING == 0\n  layout(set = 2, binding = 1) uniform CCForwardLight {\n    highp vec4 cc_lightPos[LIGHTS_PER_PASS];\n    vec4 cc_lightColor[LIGHTS_PER_PASS];\n    vec4 cc_lightSizeRangeAngle[LIGHTS_PER_PASS];\n    vec4 cc_lightDir[LIGHTS_PER_PASS];\n  };\n  #endif\n  float SmoothDistAtt (float distSqr, float invSqrAttRadius) {\n    float factor = distSqr * invSqrAttRadius;\n    float smoothFactor = clamp(1.0 - factor * factor, 0.0, 1.0);\n    return smoothFactor * smoothFactor;\n  }\n  float GetDistAtt (float distSqr, float invSqrAttRadius) {\n    float attenuation = 1.0 / max(distSqr, 0.01*0.01);\n    attenuation *= SmoothDistAtt(distSqr , invSqrAttRadius);\n    return attenuation;\n  }\n  float GetAngleAtt (vec3 L, vec3 litDir, float litAngleScale, float litAngleOffset) {\n    float cd = dot(litDir, L);\n    float attenuation = clamp(cd * litAngleScale + litAngleOffset, 0.0, 1.0);\n    return (attenuation * attenuation);\n  }\n  #if CC_ENABLE_CLUSTERED_LIGHT_CULLING == 0\n  vec4 CCStandardShadingAdditive (StandardSurface s, vec4 shadowPos) {\n    vec3 position;\n      #if CC_PLATFORM_ANDROID_AND_WEBGL && CC_ENABLE_WEBGL_HIGHP_STRUCT_VALUES\n      position = unpackHighpData(s.position, s.position_fract_part);\n      #else\n      position = s.position;\n      #endif\n    vec3 diffuse = s.albedo.rgb * (1.0 - s.metallic);\n    vec3 specular = mix(vec3(0.04), s.albedo.rgb, s.metallic);\n    vec3 diffuseContrib = diffuse / PI;\n    vec3 N = normalize(s.normal);\n    vec3 V = normalize(cc_cameraPos.xyz - position);\n    float NV = max(abs(dot(N, V)), 0.0);\n    specular = BRDFApprox(specular, s.roughness, NV);\n    vec3 finalColor = vec3(0.0);\n    int numLights = CC_PIPELINE_TYPE == 0 ? LIGHTS_PER_PASS : int(cc_lightDir[0].w);\n    for (int i = 0; i < LIGHTS_PER_PASS; i++) {\n      if (i >= numLights) break;\n      vec3 SLU = cc_lightPos[i].xyz - position;\n      vec3 SL = normalize(SLU);\n      vec3 SH = normalize(SL + V);\n      float SNL = max(dot(N, SL), 0.0);\n      float SNH = max(dot(N, SH), 0.0);\n      float distSqr = dot(SLU, SLU);\n      float litRadius = cc_lightSizeRangeAngle[i].x;\n      float litRadiusSqr = litRadius * litRadius;\n      float illum = litRadiusSqr / max(litRadiusSqr, distSqr);\n      float attRadiusSqrInv = 1.0 / max(cc_lightSizeRangeAngle[i].y, 0.01);\n      attRadiusSqrInv *= attRadiusSqrInv;\n      float att = GetDistAtt(distSqr, attRadiusSqrInv);\n      vec3 lspec = specular * CalcSpecular(s.roughness, SNH, SH, N);\n      if (cc_lightPos[i].w > 0.0) {\n        float cosInner = max(dot(-cc_lightDir[i].xyz, SL), 0.01);\n        float cosOuter = cc_lightSizeRangeAngle[i].z;\n        float litAngleScale = 1.0 / max(0.001, cosInner - cosOuter);\n        float litAngleOffset = -cosOuter * litAngleScale;\n        att *= GetAngleAtt(SL, -cc_lightDir[i].xyz, litAngleScale, litAngleOffset);\n      }\n      vec3 lightColor = cc_lightColor[i].rgb;\n      float shadow = 1.0;\n      #if CC_RECEIVE_SHADOW  && CC_SHADOW_TYPE == 2\n        if (cc_lightPos[i].w > 0.0 && cc_lightSizeRangeAngle[i].w > 0.0) {\n          shadow = CCSpotShadowFactorBase(shadowPos, position, s.shadowBias);\n        }\n      #endif\n      lightColor *= shadow;\n      finalColor += SNL * lightColor * cc_lightColor[i].w * illum * att * (diffuseContrib + lspec);\n    }\n    return vec4(finalColor, 0.0);\n  }\n  #endif\n  #if CC_ENABLE_CLUSTERED_LIGHT_CULLING == 1\n  layout(set = 1, binding = 12) readonly buffer b_ccLightsBuffer { vec4 b_ccLights[]; };\n  layout(set = 1, binding = 13) readonly buffer b_clusterLightIndicesBuffer { uint b_clusterLightIndices[]; };\n  layout(set = 1, binding = 14) readonly buffer b_clusterLightGridBuffer { uvec4 b_clusterLightGrid[]; };\n  struct CCLight\n  {\n    vec4 cc_lightPos;\n    vec4 cc_lightColor;\n    vec4 cc_lightSizeRangeAngle;\n    vec4 cc_lightDir;\n  };\n  struct Cluster\n  {\n    vec3 minBounds;\n    vec3 maxBounds;\n  };\n  struct LightGrid\n  {\n    uint offset;\n    uint ccLights;\n  };\n  CCLight getCCLight(uint i)\n  {\n    CCLight light;\n    light.cc_lightPos = b_ccLights[4u * i + 0u];\n    light.cc_lightColor = b_ccLights[4u * i + 1u];\n    light.cc_lightSizeRangeAngle = b_ccLights[4u * i + 2u];\n    light.cc_lightDir = b_ccLights[4u * i + 3u];\n    return light;\n  }\n  LightGrid getLightGrid(uint cluster)\n  {\n    uvec4 gridvec = b_clusterLightGrid[cluster];\n    LightGrid grid;\n    grid.offset = gridvec.x;\n    grid.ccLights = gridvec.y;\n    return grid;\n  }\n  uint getGridLightIndex(uint start, uint offset)\n  {\n    return b_clusterLightIndices[start + offset];\n  }\n  uint getClusterZIndex(vec4 worldPos)\n  {\n    float scale = float(24) / log(cc_nearFar.y / cc_nearFar.x);\n    float bias = -(float(24) * log(cc_nearFar.x) / log(cc_nearFar.y / cc_nearFar.x));\n    float eyeDepth = -(cc_matView * worldPos).z;\n    uint zIndex = uint(max(log(eyeDepth) * scale + bias, 0.0));\n    return zIndex;\n  }\n  uint getClusterIndex(vec4 fragCoord, vec4 worldPos)\n  {\n    uint zIndex = getClusterZIndex(worldPos);\n    float clusterSizeX = ceil(cc_viewPort.z / float(16));\n    float clusterSizeY = ceil(cc_viewPort.w / float(8));\n    uvec3 indices = uvec3(uvec2(fragCoord.xy / vec2(clusterSizeX, clusterSizeY)), zIndex);\n    uint cluster = (16u * 8u) * indices.z + 16u * indices.y + indices.x;\n    return cluster;\n  }\n  vec4 CCClusterShadingAdditive (StandardSurface s, vec4 shadowPos) {\n    vec3 diffuse = s.albedo.rgb * (1.0 - s.metallic);\n    vec3 specular = mix(vec3(0.04), s.albedo.rgb, s.metallic);\n    vec3 diffuseContrib = diffuse / PI;\n    vec3 position;\n      #if CC_PLATFORM_ANDROID_AND_WEBGL && CC_ENABLE_WEBGL_HIGHP_STRUCT_VALUES\n      position = unpackHighpData(s.position, s.position_fract_part);\n      #else\n      position = s.position;\n      #endif\n    vec3 N = normalize(s.normal);\n    vec3 V = normalize(cc_cameraPos.xyz - position);\n    float NV = max(abs(dot(N, V)), 0.001);\n    specular = BRDFApprox(specular, s.roughness, NV);\n    vec3 finalColor = vec3(0.0);\n    uint cluster = getClusterIndex(gl_FragCoord, vec4(position, 1.0));\n    LightGrid grid = getLightGrid(cluster);\n    uint numLights = grid.ccLights;\n    for (uint i = 0u; i < 100u; i++) {\n      if (i >= numLights) break;\n      uint lightIndex = getGridLightIndex(grid.offset, i);\n      CCLight light = getCCLight(lightIndex);\n      vec3 SLU = light.cc_lightPos.xyz - position;\n      vec3 SL = normalize(SLU);\n      vec3 SH = normalize(SL + V);\n      float SNL = max(dot(N, SL), 0.001);\n      float SNH = max(dot(N, SH), 0.0);\n      float distSqr = dot(SLU, SLU);\n      float litRadius = light.cc_lightSizeRangeAngle.x;\n      float litRadiusSqr = litRadius * litRadius;\n      float illum = PI * (litRadiusSqr / max(litRadiusSqr , distSqr));\n      float attRadiusSqrInv = 1.0 / max(light.cc_lightSizeRangeAngle.y, 0.01);\n      attRadiusSqrInv *= attRadiusSqrInv;\n      float att = GetDistAtt(distSqr, attRadiusSqrInv);\n      vec3 lspec = specular * CalcSpecular(s.roughness, SNH, SH, N);\n      if (light.cc_lightPos.w > 0.0) {\n        float cosInner = max(dot(-light.cc_lightDir.xyz, SL), 0.01);\n        float cosOuter = light.cc_lightSizeRangeAngle.z;\n        float litAngleScale = 1.0 / max(0.001, cosInner - cosOuter);\n        float litAngleOffset = -cosOuter * litAngleScale;\n        att *= GetAngleAtt(SL, -light.cc_lightDir.xyz, litAngleScale, litAngleOffset);\n      }\n      vec3 lightColor = light.cc_lightColor.rgb;\n      float shadow = 1.0;\n      #if CC_RECEIVE_SHADOW && CC_SHADOW_TYPE == 2\n        if (light.cc_lightPos.w > 0.0) {\n          shadow = CCSpotShadowFactorBase(shadowPos, position, s.shadowBias);\n        }\n      #endif\n      lightColor *= shadow;\n      finalColor += SNL * lightColor * light.cc_lightColor.w * illum * att * (diffuseContrib + lspec);\n    }\n    return vec4(finalColor, 0.0);\n  }\n  #endif\n  layout(location = 0) out vec4 fragColorX;\n  void main () {\n    StandardSurface s; surf(s);\n    #if CC_ENABLE_CLUSTERED_LIGHT_CULLING == 1\n    vec4 color = CCClusterShadingAdditive(s, v_shadowPos);\n    #else\n    vec4 color = CCStandardShadingAdditive(s, v_shadowPos);\n    #endif\n    fragColorX = CCFragOutput(color);\n  }\n#elif (CC_PIPELINE_TYPE == 0 || CC_FORCE_FORWARD_SHADING)\n  layout(location = 0) out vec4 fragColorX;\n  void main () {\n    StandardSurface s; surf(s);\n    vec4 color = CCFragOutput(CCStandardShadingBase(s, v_shadowPos));\n    #if CC_USE_FOG != 4\n      CC_APPLY_FOG(color, s.position.xyz);\n    #endif\n    fragColorX = color;\n  }\n#elif CC_PIPELINE_TYPE == 1\n  vec2 signNotZero(vec2 v) {\n    return vec2((v.x >= 0.0) ? +1.0 : -1.0, (v.y >= 0.0) ? +1.0 : -1.0);\n  }\n  vec2 float32x3_to_oct(in vec3 v) {\n    vec2 p = v.xy * (1.0 / (abs(v.x) + abs(v.y) + abs(v.z)));\n    return (v.z <= 0.0) ? ((1.0 - abs(p.yx)) * signNotZero(p)) : p;\n  }\n  layout(location = 0) out vec4 fragColor0;\n  layout(location = 1) out vec4 fragColor1;\n  layout(location = 2) out vec4 fragColor2;\n  void main () {\n    StandardSurface s; surf(s);\n    fragColor0 = s.albedo;\n    fragColor1 = vec4(float32x3_to_oct(s.normal), s.roughness, s.metallic);\n    fragColor2 = vec4(s.emissive, s.occlusion);\n  }\n#endif"
      },
      "glsl3": {
        "vert": "\nprecision highp float;\n#define QUATER_PI         0.78539816340\n#define HALF_PI           1.57079632679\n#define PI                3.14159265359\n#define PI2               6.28318530718\n#define PI4               12.5663706144\n#define INV_QUATER_PI     1.27323954474\n#define INV_HALF_PI       0.63661977237\n#define INV_PI            0.31830988618\n#define INV_PI2           0.15915494309\n#define INV_PI4           0.07957747155\n#define EPSILON           1e-6\n#define EPSILON_LOWP      1e-4\n#define LOG2              1.442695\n#define EXP_VALUE         2.71828183f\n#define FP_MAX            65504.0\n#define FP_SCALE          0.0009765625\n#define FP_SCALE_INV      1024.0\n#define GRAY_VECTOR       vec3(0.299, 0.587, 0.114)\n#define CC_LIGHTMAP_DISABLED 0\n#define CC_LIGHTMAP_ALL_IN_ONE 1\n#define CC_LIGHTMAP_CC_LIGHTMAP_INDIRECT_OCCLUSION 2\nstruct StandardVertInput {\n  highp vec4 position;\n  vec3 normal;\n  vec4 tangent;\n};\nin vec3 a_position;\nin vec3 a_normal;\nin vec2 a_texCoord;\nin vec4 a_tangent;\n#if CC_USE_SKINNING\n    in vec4 a_joints;\n  in vec4 a_weights;\n#endif\n#if USE_INSTANCING\n  #if CC_USE_BAKED_ANIMATION\n    in highp vec4 a_jointAnimInfo;\n  #endif\n  in vec4 a_matWorld0;\n  in vec4 a_matWorld1;\n  in vec4 a_matWorld2;\n  #if CC_USE_LIGHTMAP\n    in vec4 a_lightingMapUVParam;\n  #endif\n  #if CC_RECEIVE_SHADOW\n    in vec2 a_localShadowBias;\n  #endif\n#endif\n#if CC_USE_MORPH\n    in float a_vertexId;\n    int getVertexId() {\n      return int(a_vertexId);\n    }\n#endif\nhighp float decode32 (highp vec4 rgba) {\n  rgba = rgba * 255.0;\n  highp float Sign = 1.0 - (step(128.0, (rgba[3]) + 0.5)) * 2.0;\n  highp float Exponent = 2.0 * (mod(float(int((rgba[3]) + 0.5)), 128.0)) + (step(128.0, (rgba[2]) + 0.5)) - 127.0;\n  highp float Mantissa = (mod(float(int((rgba[2]) + 0.5)), 128.0)) * 65536.0 + rgba[1] * 256.0 + rgba[0] + 8388608.0;\n  return Sign * exp2(Exponent - 23.0) * Mantissa;\n}\n#if CC_USE_MORPH\n  layout(std140) uniform CCMorph {\n    vec4 cc_displacementWeights[15];\n    vec4 cc_displacementTextureInfo;\n  };\n  #if CC_MORPH_TARGET_HAS_POSITION\n    uniform sampler2D cc_PositionDisplacements;\n  #endif\n  #if CC_MORPH_TARGET_HAS_NORMAL\n    uniform sampler2D cc_NormalDisplacements;\n  #endif\n  #if CC_MORPH_TARGET_HAS_TANGENT\n    uniform sampler2D cc_TangentDisplacements;\n  #endif\n  vec2 getPixelLocation(vec2 textureResolution, int pixelIndex) {\n    float pixelIndexF = float(pixelIndex);\n    float x = mod(pixelIndexF, textureResolution.x);\n    float y = floor(pixelIndexF / textureResolution.x);\n    return vec2(x, y);\n  }\n  vec2 getPixelCoordFromLocation(vec2 location, vec2 textureResolution) {\n    return (vec2(location.x, location.y) + .5) / textureResolution;\n  }\n  #if CC_DEVICE_SUPPORT_FLOAT_TEXTURE\n      vec4 fetchVec3ArrayFromTexture(sampler2D tex, int pixelIndex) {\n        ivec2 texSize = textureSize(tex, 0);\n        return texelFetch(tex, ivec2(pixelIndex % texSize.x, pixelIndex / texSize.x), 0);\n      }\n  #else\n    vec4 fetchVec3ArrayFromTexture(sampler2D tex, int elementIndex) {\n      int pixelIndex = elementIndex * 4;\n      vec2 location = getPixelLocation(cc_displacementTextureInfo.xy, pixelIndex);\n      vec2 x = getPixelCoordFromLocation(location + vec2(0.0, 0.0), cc_displacementTextureInfo.xy);\n      vec2 y = getPixelCoordFromLocation(location + vec2(1.0, 0.0), cc_displacementTextureInfo.xy);\n      vec2 z = getPixelCoordFromLocation(location + vec2(2.0, 0.0), cc_displacementTextureInfo.xy);\n      return vec4(\n        decode32(texture(tex, x)),\n        decode32(texture(tex, y)),\n        decode32(texture(tex, z)),\n        1.0\n      );\n    }\n  #endif\n  float getDisplacementWeight(int index) {\n    int quot = index / 4;\n    int remainder = index - quot * 4;\n    if (remainder == 0) {\n      return cc_displacementWeights[quot].x;\n    } else if (remainder == 1) {\n      return cc_displacementWeights[quot].y;\n    } else if (remainder == 2) {\n      return cc_displacementWeights[quot].z;\n    } else {\n      return cc_displacementWeights[quot].w;\n    }\n  }\n  vec3 getVec3DisplacementFromTexture(sampler2D tex, int vertexIndex) {\n  #if CC_MORPH_PRECOMPUTED\n    return fetchVec3ArrayFromTexture(tex, vertexIndex).rgb;\n  #else\n    vec3 result = vec3(0, 0, 0);\n    int nVertices = int(cc_displacementTextureInfo.z);\n    for (int iTarget = 0; iTarget < CC_MORPH_TARGET_COUNT; ++iTarget) {\n      result += (fetchVec3ArrayFromTexture(tex, nVertices * iTarget + vertexIndex).rgb * getDisplacementWeight(iTarget));\n    }\n    return result;\n  #endif\n  }\n  #if CC_MORPH_TARGET_HAS_POSITION\n  vec3 getPositionDisplacement(int vertexId) {\n      return getVec3DisplacementFromTexture(cc_PositionDisplacements, vertexId);\n  }\n  #endif\n  #if CC_MORPH_TARGET_HAS_NORMAL\n  vec3 getNormalDisplacement(int vertexId) {\n      return getVec3DisplacementFromTexture(cc_NormalDisplacements, vertexId);\n  }\n  #endif\n  #if CC_MORPH_TARGET_HAS_TANGENT\n  vec3 getTangentDisplacement(int vertexId) {\n      return getVec3DisplacementFromTexture(cc_TangentDisplacements, vertexId);\n  }\n  #endif\n  void applyMorph (inout vec4 position, inout vec3 normal, inout vec4 tangent) {\n    int vertexId = getVertexId();\n  #if CC_MORPH_TARGET_HAS_POSITION\n    position.xyz = position.xyz + getPositionDisplacement(vertexId);\n  #endif\n  #if CC_MORPH_TARGET_HAS_NORMAL\n    normal.xyz = normal.xyz + getNormalDisplacement(vertexId);\n  #endif\n  #if CC_MORPH_TARGET_HAS_TANGENT\n    tangent.xyz = tangent.xyz + getTangentDisplacement(vertexId);\n  #endif\n  }\n  void applyMorph (inout vec4 position) {\n  #if CC_MORPH_TARGET_HAS_POSITION\n    position.xyz = position.xyz + getPositionDisplacement(getVertexId());\n  #endif\n  }\n#endif\n#if CC_USE_SKINNING\n  #if CC_USE_BAKED_ANIMATION\n    layout(std140) uniform CCSkinningTexture {\n      highp vec4 cc_jointTextureInfo;\n    };\n    layout(std140) uniform CCSkinningAnimation {\n      highp vec4 cc_jointAnimInfo;\n    };\n    uniform highp sampler2D cc_jointTexture;\n    void CCGetJointTextureCoords(float pixelsPerJoint, float jointIdx, out highp float x, out highp float y, out highp float invSize)\n    {\n      #if USE_INSTANCING\n        highp float temp = pixelsPerJoint * (a_jointAnimInfo.x * a_jointAnimInfo.y + jointIdx) + a_jointAnimInfo.z;\n      #else\n        highp float temp = pixelsPerJoint * (cc_jointAnimInfo.x * cc_jointTextureInfo.y + jointIdx) + cc_jointTextureInfo.z;\n      #endif\n      invSize = cc_jointTextureInfo.w;\n      highp float tempY = floor(temp * invSize);\n      x = floor(temp - tempY * cc_jointTextureInfo.x);\n      y = (tempY + 0.5) * invSize;\n    }\n  #else\n    #if CC_USE_REAL_TIME_JOINT_TEXTURE\n      uniform highp sampler2D cc_realtimeJoint;\n    #else\n      layout(std140) uniform CCSkinning {\n        highp vec4 cc_joints[CC_JOINT_UNIFORM_CAPACITY * 3];\n      };\n    #endif\n  #endif\n  #if CC_USE_BAKED_ANIMATION\n    #if CC_DEVICE_SUPPORT_FLOAT_TEXTURE\n      mat4 getJointMatrix (float i) {\n        highp float x, y, invSize;\n        CCGetJointTextureCoords(3.0, i, x, y, invSize);\n        vec4 v1 = texture(cc_jointTexture, vec2((x + 0.5) * invSize, y));\n        vec4 v2 = texture(cc_jointTexture, vec2((x + 1.5) * invSize, y));\n        vec4 v3 = texture(cc_jointTexture, vec2((x + 2.5) * invSize, y));\n        return mat4(vec4(v1.xyz, 0.0), vec4(v2.xyz, 0.0), vec4(v3.xyz, 0.0), vec4(v1.w, v2.w, v3.w, 1.0));\n      }\n    #else\n      mat4 getJointMatrix (float i) {\n        highp float x, y, invSize;\n        CCGetJointTextureCoords(12.0, i, x, y, invSize);\n        vec4 v1 = vec4(\n          decode32(texture(cc_jointTexture, vec2((x + 0.5) * invSize, y))),\n          decode32(texture(cc_jointTexture, vec2((x + 1.5) * invSize, y))),\n          decode32(texture(cc_jointTexture, vec2((x + 2.5) * invSize, y))),\n          decode32(texture(cc_jointTexture, vec2((x + 3.5) * invSize, y)))\n        );\n        vec4 v2 = vec4(\n          decode32(texture(cc_jointTexture, vec2((x + 4.5) * invSize, y))),\n          decode32(texture(cc_jointTexture, vec2((x + 5.5) * invSize, y))),\n          decode32(texture(cc_jointTexture, vec2((x + 6.5) * invSize, y))),\n          decode32(texture(cc_jointTexture, vec2((x + 7.5) * invSize, y)))\n        );\n        vec4 v3 = vec4(\n          decode32(texture(cc_jointTexture, vec2((x + 8.5) * invSize, y))),\n          decode32(texture(cc_jointTexture, vec2((x + 9.5) * invSize, y))),\n          decode32(texture(cc_jointTexture, vec2((x + 10.5) * invSize, y))),\n          decode32(texture(cc_jointTexture, vec2((x + 11.5) * invSize, y)))\n        );\n        return mat4(vec4(v1.xyz, 0.0), vec4(v2.xyz, 0.0), vec4(v3.xyz, 0.0), vec4(v1.w, v2.w, v3.w, 1.0));\n      }\n    #endif\n  #else\n    #if CC_USE_REAL_TIME_JOINT_TEXTURE\n      #if CC_DEVICE_SUPPORT_FLOAT_TEXTURE\n        mat4 getJointMatrix (float i) {\n          float x = i;\n          vec4 v1 = texture(cc_realtimeJoint, vec2( x / 256.0, 0.5 / 3.0));\n          vec4 v2 = texture(cc_realtimeJoint, vec2( x / 256.0, 1.5 / 3.0));\n          vec4 v3 = texture(cc_realtimeJoint, vec2( x / 256.0, 2.5 / 3.0));\n          return mat4(vec4(v1.xyz, 0.0), vec4(v2.xyz, 0.0), vec4(v3.xyz, 0.0), vec4(v1.w, v2.w, v3.w, 1.0));\n        }\n      #else\n        mat4 getJointMatrix (float i) {\n         float x = 4.0 * i;\n          vec4 v1 = vec4(\n            decode32(texture(cc_realtimeJoint, vec2((x + 0.5)/ 1024.0, 0.5 / 3.0))),\n            decode32(texture(cc_realtimeJoint, vec2((x + 1.5)/ 1024.0, 0.5 / 3.0))),\n            decode32(texture(cc_realtimeJoint, vec2((x + 2.5)/ 1024.0, 0.5 / 3.0))),\n            decode32(texture(cc_realtimeJoint, vec2((x + 3.5)/ 1024.0, 0.5 / 3.0)))\n          );\n          vec4 v2 = vec4(\n            decode32(texture(cc_realtimeJoint, vec2((x + 0.5)/ 1024.0, 1.5 / 3.0))),\n            decode32(texture(cc_realtimeJoint, vec2((x + 1.5)/ 1024.0, 1.5 / 3.0))),\n            decode32(texture(cc_realtimeJoint, vec2((x + 2.5)/ 1024.0, 1.5 / 3.0))),\n            decode32(texture(cc_realtimeJoint, vec2((x + 3.5)/ 1024.0, 1.5 / 3.0)))\n          );\n          vec4 v3 = vec4(\n            decode32(texture(cc_realtimeJoint, vec2((x + 0.5)/ 1024.0, 2.5 / 3.0))),\n            decode32(texture(cc_realtimeJoint, vec2((x + 1.5)/ 1024.0, 2.5 / 3.0))),\n            decode32(texture(cc_realtimeJoint, vec2((x + 2.5)/ 1024.0, 2.5 / 3.0))),\n            decode32(texture(cc_realtimeJoint, vec2((x + 3.5)/ 1024.0, 2.5 / 3.0)))\n          );\n          return mat4(vec4(v1.xyz, 0.0), vec4(v2.xyz, 0.0), vec4(v3.xyz, 0.0), vec4(v1.w, v2.w, v3.w, 1.0));\n        }\n      #endif\n    #else\n      mat4 getJointMatrix (float i) {\n        int idx = int(i);\n        vec4 v1 = cc_joints[idx * 3];\n        vec4 v2 = cc_joints[idx * 3 + 1];\n        vec4 v3 = cc_joints[idx * 3 + 2];\n        return mat4(vec4(v1.xyz, 0.0), vec4(v2.xyz, 0.0), vec4(v3.xyz, 0.0), vec4(v1.w, v2.w, v3.w, 1.0));\n      }\n    #endif\n  #endif\n  mat4 skinMatrix () {\n    vec4 joints = vec4(a_joints);\n    return getJointMatrix(joints.x) * a_weights.x\n         + getJointMatrix(joints.y) * a_weights.y\n         + getJointMatrix(joints.z) * a_weights.z\n         + getJointMatrix(joints.w) * a_weights.w;\n  }\n  void CCSkin (inout vec4 position) {\n    mat4 m = skinMatrix();\n    position = m * position;\n  }\n  void CCSkin (inout vec4 position, inout vec3 normal, inout vec4 tangent) {\n    mat4 m = skinMatrix();\n    position = m * position;\n    normal = (m * vec4(normal, 0.0)).xyz;\n    tangent.xyz = (m * vec4(tangent.xyz, 0.0)).xyz;\n  }\n#endif\nvoid CCVertInput(inout StandardVertInput In)\n{\n    In.position = vec4(a_position, 1.0);\n    In.normal = a_normal;\n    In.tangent = a_tangent;\n  #if CC_USE_MORPH\n    applyMorph(In.position, In.normal, In.tangent);\n  #endif\n  #if CC_USE_SKINNING\n    CCSkin(In.position, In.normal, In.tangent);\n  #endif\n}\nlayout(std140) uniform CCGlobal {\n  highp   vec4 cc_time;\n  mediump vec4 cc_screenSize;\n  mediump vec4 cc_nativeSize;\n  mediump vec4 cc_debug_view_mode;\n  mediump vec4 cc_debug_view_composite_pack_1;\n  mediump vec4 cc_debug_view_composite_pack_2;\n  mediump vec4 cc_debug_view_composite_pack_3;\n};\nlayout(std140) uniform CCCamera {\n  highp   mat4 cc_matView;\n  highp   mat4 cc_matViewInv;\n  highp   mat4 cc_matProj;\n  highp   mat4 cc_matProjInv;\n  highp   mat4 cc_matViewProj;\n  highp   mat4 cc_matViewProjInv;\n  highp   vec4 cc_cameraPos;\n  mediump vec4 cc_surfaceTransform;\n  mediump vec4 cc_screenScale;\n  mediump vec4 cc_exposure;\n  mediump vec4 cc_mainLitDir;\n  mediump vec4 cc_mainLitColor;\n  mediump vec4 cc_ambientSky;\n  mediump vec4 cc_ambientGround;\n  mediump vec4 cc_fogColor;\n  mediump vec4 cc_fogBase;\n  mediump vec4 cc_fogAdd;\n  mediump vec4 cc_nearFar;\n  mediump vec4 cc_viewPort;\n};\n#if !USE_INSTANCING\n  layout(std140) uniform CCLocal {\n    highp mat4 cc_matWorld;\n    highp mat4 cc_matWorldIT;\n    highp vec4 cc_lightingMapUVParam;\n    highp vec4 cc_localShadowBias;\n  };\n#endif\nvoid CCGetWorldMatrixFull(out mat4 matWorld, out mat4 matWorldIT)\n{\n  #if USE_INSTANCING\n    matWorld = mat4(\n      vec4(a_matWorld0.xyz, 0.0),\n      vec4(a_matWorld1.xyz, 0.0),\n      vec4(a_matWorld2.xyz, 0.0),\n      vec4(a_matWorld0.w, a_matWorld1.w, a_matWorld2.w, 1.0)\n    );\n    matWorldIT = matWorld;\n  #else\n    matWorld = cc_matWorld;\n    matWorldIT = cc_matWorldIT;\n  #endif\n}\nlayout(std140) uniform Constants {\n  vec4 tilingOffset;\n  vec4 albedo;\n  vec4 albedoScaleAndCutoff;\n  vec4 emissive;\n  float emissiveScale;\n  float occlusion;\n  float roughness;\n  float metallic;\n  float normalStrength;\n  float alphaSource;\n  float albedoScale;\n};\n#if CC_USE_FOG != 4\n  float LinearFog(vec4 pos, vec3 cameraPos, float fogStart, float fogEnd) {\n      vec4 wPos = pos;\n      float cam_dis = distance(cameraPos, wPos.xyz);\n      return clamp((fogEnd - cam_dis) / (fogEnd - fogStart), 0., 1.);\n  }\n  float ExpFog(vec4 pos, vec3 cameraPos, float fogStart, float fogDensity, float fogAtten) {\n      vec4 wPos = pos;\n      float cam_dis = max(distance(cameraPos, wPos.xyz) - fogStart, 0.0) / fogAtten * 4.;\n      float f = exp(-cam_dis * fogDensity);\n      return f;\n  }\n  float ExpSquaredFog(vec4 pos, vec3 cameraPos, float fogStart, float fogDensity, float fogAtten) {\n      vec4 wPos = pos;\n      float cam_dis = max(distance(cameraPos, wPos.xyz) - fogStart, 0.0) / fogAtten * 4.;\n      float f = exp(-cam_dis * cam_dis * fogDensity * fogDensity);\n      return f;\n  }\n  float LayeredFog(vec4 pos, vec3 cameraPos, float fogTop, float fogRange, float fogAtten) {\n      vec4 wPos = pos;\n      vec3 camWorldProj = cameraPos.xyz;\n      camWorldProj.y = 0.;\n      vec3 worldPosProj = wPos.xyz;\n      worldPosProj.y = 0.;\n      float fDeltaD = distance(worldPosProj, camWorldProj) / fogAtten * 2.0;\n      float fDeltaY, fDensityIntegral;\n      if (cameraPos.y > fogTop) {\n          if (wPos.y < fogTop) {\n              fDeltaY = (fogTop - wPos.y) / fogRange * 2.0;\n              fDensityIntegral = fDeltaY * fDeltaY * 0.5;\n          }\n          else {\n              fDeltaY = 0.;\n              fDensityIntegral = 0.;\n          }\n      }\n      else {\n          if (wPos.y < fogTop) {\n              float fDeltaA = (fogTop - cameraPos.y) / fogRange * 2.;\n              float fDeltaB = (fogTop - wPos.y) / fogRange * 2.;\n              fDeltaY = abs(fDeltaA - fDeltaB);\n              fDensityIntegral = abs((fDeltaA * fDeltaA * 0.5) - (fDeltaB * fDeltaB * 0.5));\n          }\n          else {\n              fDeltaY = abs(fogTop - cameraPos.y) / fogRange * 2.;\n              fDensityIntegral = abs(fDeltaY * fDeltaY * 0.5);\n          }\n      }\n      float fDensity;\n      if (fDeltaY != 0.) {\n          fDensity = (sqrt(1.0 + ((fDeltaD / fDeltaY) * (fDeltaD / fDeltaY)))) * fDensityIntegral;\n      }\n      else {\n          fDensity = 0.;\n      }\n      float f = exp(-fDensity);\n      return f;\n  }\n#endif\nvoid CC_TRANSFER_FOG_BASE(vec4 pos, out float factor)\n{\n#if CC_USE_FOG == 0\n\tfactor = LinearFog(pos, cc_cameraPos.xyz, cc_fogBase.x, cc_fogBase.y);\n#elif CC_USE_FOG == 1\n\tfactor = ExpFog(pos, cc_cameraPos.xyz, cc_fogBase.x, cc_fogBase.z, cc_fogAdd.z);\n#elif CC_USE_FOG == 2\n\tfactor = ExpSquaredFog(pos, cc_cameraPos.xyz, cc_fogBase.x, cc_fogBase.z, cc_fogAdd.z);\n#elif CC_USE_FOG == 3\n\tfactor = LayeredFog(pos, cc_cameraPos.xyz, cc_fogAdd.x, cc_fogAdd.y, cc_fogAdd.z);\n#else\n\tfactor = 1.0;\n#endif\n}\n#if !CC_USE_ACCURATE_FOG\nout mediump float v_fog_factor;\n#endif\nvoid CC_TRANSFER_FOG(vec4 pos) {\n#if !CC_USE_ACCURATE_FOG\n    CC_TRANSFER_FOG_BASE(pos, v_fog_factor);\n#endif\n}\nout highp vec4 v_shadowPos;\nlayout(std140) uniform CCShadow {\n  highp mat4 cc_matLightView;\n  highp mat4 cc_matLightViewProj;\n  highp vec4 cc_shadowInvProjDepthInfo;\n  highp vec4 cc_shadowProjDepthInfo;\n  highp vec4 cc_shadowProjInfo;\n  mediump vec4 cc_shadowNFLSInfo;\n  mediump vec4 cc_shadowWHPBInfo;\n  mediump vec4 cc_shadowLPNNInfo;\n  lowp vec4 cc_shadowColor;\n  mediump vec4 cc_planarNDInfo;\n};\n#if CC_SUPPORT_CASCADED_SHADOW_MAP\n  layout(std140) uniform CCCSM {\n    highp vec4 cc_csmViewDir0[4];\n    highp vec4 cc_csmViewDir1[4];\n    highp vec4 cc_csmViewDir2[4];\n    highp vec4 cc_csmAtlas[4];\n    highp mat4 cc_matCSMViewProj[4];\n    highp vec4 cc_csmProjDepthInfo[4];\n    highp vec4 cc_csmProjInfo[4];\n    highp vec4 cc_csmSplitsInfo;\n  };\n#endif\n#if CC_RECEIVE_SHADOW\n  uniform highp sampler2D cc_shadowMap;\n  uniform highp sampler2D cc_spotShadowMap;\n  #if CC_SUPPORT_CASCADED_SHADOW_MAP\n  #else\n  #endif\n#endif\n#if CC_RECEIVE_SHADOW\nvec2 CCGetShadowBias()\n{\n  #if USE_INSTANCING\n    return vec2(a_localShadowBias.x + cc_shadowWHPBInfo.w, a_localShadowBias.y + cc_shadowLPNNInfo.z);\n  #else\n    return vec2(cc_localShadowBias.x + cc_shadowWHPBInfo.w, cc_localShadowBias.y + cc_shadowLPNNInfo.z);\n  #endif\n}\n#endif\n#if USE_VERTEX_COLOR\n  in vec4 a_color;\n  out vec4 v_color;\n#endif\nout vec3 v_position;\nout vec3 v_normal;\nout vec2 v_uv;\nout vec2 v_uv1;\n#if CC_RECEIVE_SHADOW\n  out vec2 v_shadowBias;\n#endif\n#if USE_NORMAL_MAP\n  out vec3 v_tangent;\n  out vec3 v_bitangent;\n#endif\n#if HAS_SECOND_UV || CC_USE_LIGHTMAP\n  in vec2 a_texCoord1;\n#endif\n#if CC_USE_LIGHTMAP && !CC_FORWARD_ADD\n  out vec3 v_luv;\n  void CCLightingMapCaclUV()\n  {\n  #if !USE_INSTANCING\n    v_luv.xy = cc_lightingMapUVParam.xy + a_texCoord1 * cc_lightingMapUVParam.z;\n    v_luv.z = cc_lightingMapUVParam.w;\n  #else\n    v_luv.xy = a_lightingMapUVParam.xy + a_texCoord1 * a_lightingMapUVParam.z;\n    v_luv.z = a_lightingMapUVParam.w;\n  #endif\n  }\n#endif\nvoid main () {\n  StandardVertInput In;\n  CCVertInput(In);\n  mat4 matWorld, matWorldIT;\n  CCGetWorldMatrixFull(matWorld, matWorldIT);\n  vec4 pos = matWorld * In.position;\n  v_position = pos.xyz;\n  v_normal = normalize((matWorldIT * vec4(In.normal, 0.0)).xyz);\n  #if CC_RECEIVE_SHADOW\n    v_shadowBias = CCGetShadowBias();\n  #endif\n  #if USE_TWOSIDE\n    vec3 viewDirect = normalize(cc_cameraPos.xyz - v_position);\n    v_normal *= dot(v_normal, viewDirect) < 0.0 ? -1.0 : 1.0;\n  #endif\n  #if USE_NORMAL_MAP\n    v_tangent = normalize((matWorld * vec4(In.tangent.xyz, 0.0)).xyz);\n    v_bitangent = cross(v_normal, v_tangent) * (In.tangent.w > 0.0 ? 1.0 : -1.0);\n  #endif\n  v_uv = a_texCoord * tilingOffset.xy + tilingOffset.zw;\n  #if SAMPLE_FROM_RT\n    v_uv = cc_cameraPos.w > 1.0 ? vec2(v_uv.x, 1.0 - v_uv.y) : v_uv;\n  #endif\n  #if HAS_SECOND_UV\n    v_uv1 = a_texCoord1 * tilingOffset.xy + tilingOffset.zw;\n    #if SAMPLE_FROM_RT\n      v_uv1 = cc_cameraPos.w > 1.0 ? vec2(v_uv1.x, 1.0 - v_uv1.y) : v_uv1;\n    #endif\n  #endif\n  #if USE_VERTEX_COLOR\n    v_color = a_color;\n  #endif\n  CC_TRANSFER_FOG(pos);\n  v_shadowPos = cc_matLightViewProj * pos;\n  #if CC_USE_LIGHTMAP && !CC_FORWARD_ADD\n    CCLightingMapCaclUV();\n  #endif\n  gl_Position = cc_matProj * (cc_matView * matWorld) * In.position;\n}",
        "frag": "\nprecision highp float;\nlayout(std140) uniform CCGlobal {\n  highp   vec4 cc_time;\n  mediump vec4 cc_screenSize;\n  mediump vec4 cc_nativeSize;\n  mediump vec4 cc_debug_view_mode;\n  mediump vec4 cc_debug_view_composite_pack_1;\n  mediump vec4 cc_debug_view_composite_pack_2;\n  mediump vec4 cc_debug_view_composite_pack_3;\n};\nlayout(std140) uniform CCCamera {\n  highp   mat4 cc_matView;\n  highp   mat4 cc_matViewInv;\n  highp   mat4 cc_matProj;\n  highp   mat4 cc_matProjInv;\n  highp   mat4 cc_matViewProj;\n  highp   mat4 cc_matViewProjInv;\n  highp   vec4 cc_cameraPos;\n  mediump vec4 cc_surfaceTransform;\n  mediump vec4 cc_screenScale;\n  mediump vec4 cc_exposure;\n  mediump vec4 cc_mainLitDir;\n  mediump vec4 cc_mainLitColor;\n  mediump vec4 cc_ambientSky;\n  mediump vec4 cc_ambientGround;\n  mediump vec4 cc_fogColor;\n  mediump vec4 cc_fogBase;\n  mediump vec4 cc_fogAdd;\n  mediump vec4 cc_nearFar;\n  mediump vec4 cc_viewPort;\n};\nlayout(std140) uniform Constants {\n  vec4 tilingOffset;\n  vec4 albedo;\n  vec4 albedoScaleAndCutoff;\n  vec4 emissive;\n  float emissiveScale;\n  float occlusion;\n  float roughness;\n  float metallic;\n  float normalStrength;\n  float alphaSource;\n  float albedoScale;\n};\n#if CC_USE_FOG != 4\n  float LinearFog(vec4 pos, vec3 cameraPos, float fogStart, float fogEnd) {\n      vec4 wPos = pos;\n      float cam_dis = distance(cameraPos, wPos.xyz);\n      return clamp((fogEnd - cam_dis) / (fogEnd - fogStart), 0., 1.);\n  }\n  float ExpFog(vec4 pos, vec3 cameraPos, float fogStart, float fogDensity, float fogAtten) {\n      vec4 wPos = pos;\n      float cam_dis = max(distance(cameraPos, wPos.xyz) - fogStart, 0.0) / fogAtten * 4.;\n      float f = exp(-cam_dis * fogDensity);\n      return f;\n  }\n  float ExpSquaredFog(vec4 pos, vec3 cameraPos, float fogStart, float fogDensity, float fogAtten) {\n      vec4 wPos = pos;\n      float cam_dis = max(distance(cameraPos, wPos.xyz) - fogStart, 0.0) / fogAtten * 4.;\n      float f = exp(-cam_dis * cam_dis * fogDensity * fogDensity);\n      return f;\n  }\n  float LayeredFog(vec4 pos, vec3 cameraPos, float fogTop, float fogRange, float fogAtten) {\n      vec4 wPos = pos;\n      vec3 camWorldProj = cameraPos.xyz;\n      camWorldProj.y = 0.;\n      vec3 worldPosProj = wPos.xyz;\n      worldPosProj.y = 0.;\n      float fDeltaD = distance(worldPosProj, camWorldProj) / fogAtten * 2.0;\n      float fDeltaY, fDensityIntegral;\n      if (cameraPos.y > fogTop) {\n          if (wPos.y < fogTop) {\n              fDeltaY = (fogTop - wPos.y) / fogRange * 2.0;\n              fDensityIntegral = fDeltaY * fDeltaY * 0.5;\n          }\n          else {\n              fDeltaY = 0.;\n              fDensityIntegral = 0.;\n          }\n      }\n      else {\n          if (wPos.y < fogTop) {\n              float fDeltaA = (fogTop - cameraPos.y) / fogRange * 2.;\n              float fDeltaB = (fogTop - wPos.y) / fogRange * 2.;\n              fDeltaY = abs(fDeltaA - fDeltaB);\n              fDensityIntegral = abs((fDeltaA * fDeltaA * 0.5) - (fDeltaB * fDeltaB * 0.5));\n          }\n          else {\n              fDeltaY = abs(fogTop - cameraPos.y) / fogRange * 2.;\n              fDensityIntegral = abs(fDeltaY * fDeltaY * 0.5);\n          }\n      }\n      float fDensity;\n      if (fDeltaY != 0.) {\n          fDensity = (sqrt(1.0 + ((fDeltaD / fDeltaY) * (fDeltaD / fDeltaY)))) * fDensityIntegral;\n      }\n      else {\n          fDensity = 0.;\n      }\n      float f = exp(-fDensity);\n      return f;\n  }\n#endif\nvoid CC_TRANSFER_FOG_BASE(vec4 pos, out float factor)\n{\n#if CC_USE_FOG == 0\n\tfactor = LinearFog(pos, cc_cameraPos.xyz, cc_fogBase.x, cc_fogBase.y);\n#elif CC_USE_FOG == 1\n\tfactor = ExpFog(pos, cc_cameraPos.xyz, cc_fogBase.x, cc_fogBase.z, cc_fogAdd.z);\n#elif CC_USE_FOG == 2\n\tfactor = ExpSquaredFog(pos, cc_cameraPos.xyz, cc_fogBase.x, cc_fogBase.z, cc_fogAdd.z);\n#elif CC_USE_FOG == 3\n\tfactor = LayeredFog(pos, cc_cameraPos.xyz, cc_fogAdd.x, cc_fogAdd.y, cc_fogAdd.z);\n#else\n\tfactor = 1.0;\n#endif\n}\nvoid CC_APPLY_FOG_BASE(inout vec4 color, float factor) {\n\tcolor = vec4(mix(cc_fogColor.rgb, color.rgb, factor), color.a);\n}\n#if !CC_USE_ACCURATE_FOG\nin mediump float v_fog_factor;\n#endif\nvoid CC_APPLY_FOG(inout vec4 color) {\n#if !CC_USE_ACCURATE_FOG\n    CC_APPLY_FOG_BASE(color, v_fog_factor);\n#endif\n}\nvoid CC_APPLY_FOG(inout vec4 color, vec3 worldPos) {\n#if CC_USE_ACCURATE_FOG\n    float factor;\n    CC_TRANSFER_FOG_BASE(vec4(worldPos, 1.0), factor);\n#else\n    float factor = v_fog_factor;\n#endif\n    CC_APPLY_FOG_BASE(color, factor);\n}\n#define QUATER_PI         0.78539816340\n#define HALF_PI           1.57079632679\n#define PI                3.14159265359\n#define PI2               6.28318530718\n#define PI4               12.5663706144\n#define INV_QUATER_PI     1.27323954474\n#define INV_HALF_PI       0.63661977237\n#define INV_PI            0.31830988618\n#define INV_PI2           0.15915494309\n#define INV_PI4           0.07957747155\n#define EPSILON           1e-6\n#define EPSILON_LOWP      1e-4\n#define LOG2              1.442695\n#define EXP_VALUE         2.71828183f\n#define FP_MAX            65504.0\n#define FP_SCALE          0.0009765625\n#define FP_SCALE_INV      1024.0\n#define GRAY_VECTOR       vec3(0.299, 0.587, 0.114)\n#define CC_LIGHTMAP_DISABLED 0\n#define CC_LIGHTMAP_ALL_IN_ONE 1\n#define CC_LIGHTMAP_CC_LIGHTMAP_INDIRECT_OCCLUSION 2\n#define CC_SURFACES_DEBUG_VIEW_VERTEX_COLOR 1\n#define CC_SURFACES_DEBUG_VIEW_VERTEX_NORMAL CC_SURFACES_DEBUG_VIEW_VERTEX_COLOR + 1\n#define CC_SURFACES_DEBUG_VIEW_VERTEX_TANGENT CC_SURFACES_DEBUG_VIEW_VERTEX_NORMAL + 1\n#define CC_SURFACES_DEBUG_VIEW_WORLD_POS CC_SURFACES_DEBUG_VIEW_VERTEX_TANGENT + 1\n#define CC_SURFACES_DEBUG_VIEW_VERTEX_MIRROR CC_SURFACES_DEBUG_VIEW_WORLD_POS + 1\n#define CC_SURFACES_DEBUG_VIEW_FACE_SIDE CC_SURFACES_DEBUG_VIEW_VERTEX_MIRROR + 1\n#define CC_SURFACES_DEBUG_VIEW_UV0 CC_SURFACES_DEBUG_VIEW_FACE_SIDE + 1\n#define CC_SURFACES_DEBUG_VIEW_UV1 CC_SURFACES_DEBUG_VIEW_UV0 + 1\n#define CC_SURFACES_DEBUG_VIEW_UVLIGHTMAP CC_SURFACES_DEBUG_VIEW_UV1 + 1\n#define CC_SURFACES_DEBUG_VIEW_PROJ_DEPTH CC_SURFACES_DEBUG_VIEW_UVLIGHTMAP + 1\n#define CC_SURFACES_DEBUG_VIEW_LINEAR_DEPTH CC_SURFACES_DEBUG_VIEW_PROJ_DEPTH + 1\n#define CC_SURFACES_DEBUG_VIEW_FRAGMENT_NORMAL CC_SURFACES_DEBUG_VIEW_LINEAR_DEPTH + 1\n#define CC_SURFACES_DEBUG_VIEW_FRAGMENT_TANGENT CC_SURFACES_DEBUG_VIEW_FRAGMENT_NORMAL + 1\n#define CC_SURFACES_DEBUG_VIEW_FRAGMENT_BINORMAL CC_SURFACES_DEBUG_VIEW_FRAGMENT_TANGENT + 1\n#define CC_SURFACES_DEBUG_VIEW_BASE_COLOR CC_SURFACES_DEBUG_VIEW_FRAGMENT_BINORMAL + 1\n#define CC_SURFACES_DEBUG_VIEW_DIFFUSE_COLOR CC_SURFACES_DEBUG_VIEW_BASE_COLOR + 1\n#define CC_SURFACES_DEBUG_VIEW_SPECULAR_COLOR CC_SURFACES_DEBUG_VIEW_DIFFUSE_COLOR + 1\n#define CC_SURFACES_DEBUG_VIEW_TRANSPARENCY CC_SURFACES_DEBUG_VIEW_SPECULAR_COLOR + 1\n#define CC_SURFACES_DEBUG_VIEW_METALLIC CC_SURFACES_DEBUG_VIEW_TRANSPARENCY + 1\n#define CC_SURFACES_DEBUG_VIEW_ROUGHNESS CC_SURFACES_DEBUG_VIEW_METALLIC + 1\n#define CC_SURFACES_DEBUG_VIEW_SPECULAR_INTENSITY CC_SURFACES_DEBUG_VIEW_ROUGHNESS + 1\n#define CC_SURFACES_DEBUG_VIEW_DIRECT_DIFFUSE CC_SURFACES_DEBUG_VIEW_SPECULAR_INTENSITY + 1\n#define CC_SURFACES_DEBUG_VIEW_DIRECT_SPECULAR CC_SURFACES_DEBUG_VIEW_DIRECT_DIFFUSE + 1\n#define CC_SURFACES_DEBUG_VIEW_DIRECT_ALL CC_SURFACES_DEBUG_VIEW_DIRECT_SPECULAR + 1\n#define CC_SURFACES_DEBUG_VIEW_ENV_DIFFUSE CC_SURFACES_DEBUG_VIEW_DIRECT_ALL + 1\n#define CC_SURFACES_DEBUG_VIEW_ENV_SPECULAR CC_SURFACES_DEBUG_VIEW_ENV_DIFFUSE + 1\n#define CC_SURFACES_DEBUG_VIEW_ENV_ALL CC_SURFACES_DEBUG_VIEW_ENV_SPECULAR + 1\n#define CC_SURFACES_DEBUG_VIEW_EMISSIVE CC_SURFACES_DEBUG_VIEW_ENV_ALL + 1\n#define CC_SURFACES_DEBUG_VIEW_LIGHT_MAP CC_SURFACES_DEBUG_VIEW_EMISSIVE + 1\n#define CC_SURFACES_DEBUG_VIEW_SHADOW CC_SURFACES_DEBUG_VIEW_LIGHT_MAP + 1\n#define CC_SURFACES_DEBUG_VIEW_AO CC_SURFACES_DEBUG_VIEW_SHADOW + 1\n#define CC_SURFACES_DEBUG_VIEW_FOG CC_SURFACES_DEBUG_VIEW_AO + 1\n#define CC_SURFACES_DEBUG_VIEW_SINGLE 1\n#define CC_SURFACES_DEBUG_VIEW_COMPOSITE_AND_MISC 2\n#define IS_DEBUG_VIEW_LIGHTING_ENABLE_WITH_ALBEDO (cc_debug_view_mode.y > 0.0)\n#define IS_DEBUG_VIEW_MISC_ENABLE_CSM_LAYER_COLORATION (cc_debug_view_mode.z > 0.0)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_DIRECT_DIFFUSE (cc_debug_view_composite_pack_1.x > 0.0)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_DIRECT_SPECULAR (cc_debug_view_composite_pack_1.y > 0.0)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_ENV_DIFFUSE (cc_debug_view_composite_pack_1.z > 0.0)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_ENV_SPECULAR (cc_debug_view_composite_pack_1.w > 0.0)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_EMISSIVE (cc_debug_view_composite_pack_2.x > 0.0)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_LIGHT_MAP (cc_debug_view_composite_pack_2.y > 0.0)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_SHADOW (cc_debug_view_composite_pack_2.z > 0.0)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_AO (cc_debug_view_composite_pack_2.w > 0.0)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_NORMAL_MAP (cc_debug_view_composite_pack_3.x > 0.0)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_FOG (cc_debug_view_composite_pack_3.y > 0.0)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_TONE_MAPPING (cc_debug_view_composite_pack_3.z > 0.0)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_GAMMA_CORRECTION (cc_debug_view_composite_pack_3.w > 0.0)\nvec3 SRGBToLinear (vec3 gamma) {\n#ifdef CC_USE_SURFACE_SHADER\n  #if CC_USE_DEBUG_VIEW == CC_SURFACES_DEBUG_VIEW_COMPOSITE_AND_MISC\n    if (!IS_DEBUG_VIEW_COMPOSITE_ENABLE_GAMMA_CORRECTION) {\n      return gamma;\n    }\n  #endif\n#endif\n  return gamma * gamma;\n}\nvec3 LinearToSRGB(vec3 linear) {\n#ifdef CC_USE_SURFACE_SHADER\n  #if CC_USE_DEBUG_VIEW == CC_SURFACES_DEBUG_VIEW_COMPOSITE_AND_MISC\n    if (!IS_DEBUG_VIEW_COMPOSITE_ENABLE_GAMMA_CORRECTION) {\n      return linear;\n    }\n  #endif\n#endif\n  return sqrt(linear);\n}\nlayout(std140) uniform CCShadow {\n  highp mat4 cc_matLightView;\n  highp mat4 cc_matLightViewProj;\n  highp vec4 cc_shadowInvProjDepthInfo;\n  highp vec4 cc_shadowProjDepthInfo;\n  highp vec4 cc_shadowProjInfo;\n  mediump vec4 cc_shadowNFLSInfo;\n  mediump vec4 cc_shadowWHPBInfo;\n  mediump vec4 cc_shadowLPNNInfo;\n  lowp vec4 cc_shadowColor;\n  mediump vec4 cc_planarNDInfo;\n};\n#if CC_SUPPORT_CASCADED_SHADOW_MAP\n  layout(std140) uniform CCCSM {\n    highp vec4 cc_csmViewDir0[4];\n    highp vec4 cc_csmViewDir1[4];\n    highp vec4 cc_csmViewDir2[4];\n    highp vec4 cc_csmAtlas[4];\n    highp mat4 cc_matCSMViewProj[4];\n    highp vec4 cc_csmProjDepthInfo[4];\n    highp vec4 cc_csmProjInfo[4];\n    highp vec4 cc_csmSplitsInfo;\n  };\n#endif\nfloat GetLinearDepthFromViewSpace(vec3 viewPos, float near, float far) {\n  float dist = length(viewPos);\n  return (dist - near) / (far - near);\n}\nvec3 RotationVecFromAxisY(vec3 v, float cosTheta, float sinTheta)\n{\n    vec3 result;\n    result.x = dot(v, vec3(cosTheta, 0.0, -sinTheta));\n    result.y = v.y;\n    result.z = dot(v, vec3(sinTheta, 0.0,  cosTheta));\n    return result;\n}\nfloat CCGetLinearDepth(vec3 worldPos, float viewSpaceBias) {\n\tvec4 viewPos = cc_matLightView * vec4(worldPos.xyz, 1.0);\n  viewPos.z += viewSpaceBias;\n\treturn GetLinearDepthFromViewSpace(viewPos.xyz, cc_shadowNFLSInfo.x, cc_shadowNFLSInfo.y);\n}\nfloat CCGetLinearDepth(vec3 worldPos) {\n\treturn CCGetLinearDepth(worldPos, 0.0);\n}\n#if CC_RECEIVE_SHADOW\n  uniform highp sampler2D cc_shadowMap;\n  uniform highp sampler2D cc_spotShadowMap;\n    highp float unpackHighpData (float mainPart, float modPart) {\n      highp float data = mainPart;\n      return data + modPart;\n    }\n    void packHighpData (out float mainPart, out float modPart, highp float data) {\n      mainPart = fract(data);\n      modPart = data - mainPart;\n    }\n    highp float unpackHighpData (float mainPart, float modPart, const float modValue) {\n      highp float data = mainPart * modValue;\n      return data + modPart * modValue;\n    }\n    void packHighpData (out float mainPart, out float modPart, highp float data, const float modValue) {\n      highp float divide = data / modValue;\n      mainPart = floor(divide);\n      modPart = (data - mainPart * modValue) / modValue;\n    }\n    highp vec2 unpackHighpData (vec2 mainPart, vec2 modPart) {\n      highp vec2 data = mainPart;\n      return data + modPart;\n    }\n    void packHighpData (out vec2 mainPart, out vec2 modPart, highp vec2 data) {\n      mainPart = fract(data);\n      modPart = data - mainPart;\n    }\n    highp vec2 unpackHighpData (vec2 mainPart, vec2 modPart, const float modValue) {\n      highp vec2 data = mainPart * modValue;\n      return data + modPart * modValue;\n    }\n    void packHighpData (out vec2 mainPart, out vec2 modPart, highp vec2 data, const float modValue) {\n      highp vec2 divide = data / modValue;\n      mainPart = floor(divide);\n      modPart = (data - mainPart * modValue) / modValue;\n    }\n    highp vec3 unpackHighpData (vec3 mainPart, vec3 modPart) {\n      highp vec3 data = mainPart;\n      return data + modPart;\n    }\n    void packHighpData (out vec3 mainPart, out vec3 modPart, highp vec3 data) {\n      mainPart = fract(data);\n      modPart = data - mainPart;\n    }\n    highp vec3 unpackHighpData (vec3 mainPart, vec3 modPart, const float modValue) {\n      highp vec3 data = mainPart * modValue;\n      return data + modPart * modValue;\n    }\n    void packHighpData (out vec3 mainPart, out vec3 modPart, highp vec3 data, const float modValue) {\n      highp vec3 divide = data / modValue;\n      mainPart = floor(divide);\n      modPart = (data - mainPart * modValue) / modValue;\n    }\n    highp vec4 unpackHighpData (vec4 mainPart, vec4 modPart) {\n      highp vec4 data = mainPart;\n      return data + modPart;\n    }\n    void packHighpData (out vec4 mainPart, out vec4 modPart, highp vec4 data) {\n      mainPart = fract(data);\n      modPart = data - mainPart;\n    }\n    highp vec4 unpackHighpData (vec4 mainPart, vec4 modPart, const float modValue) {\n      highp vec4 data = mainPart * modValue;\n      return data + modPart * modValue;\n    }\n    void packHighpData (out vec4 mainPart, out vec4 modPart, highp vec4 data, const float modValue) {\n      highp vec4 divide = data / modValue;\n      mainPart = floor(divide);\n      modPart = (data - mainPart * modValue) / modValue;\n    }\n  float NativePCFShadowFactorHard (vec3 shadowNDCPos, sampler2D shadowMap, vec2 shadowMapResolution)\n  {\n    #if CC_SHADOWMAP_FORMAT == 1\n      return step(shadowNDCPos.z, dot(texture(shadowMap, shadowNDCPos.xy), vec4(1.0, 1.0 / 255.0, 1.0 / 65025.0, 1.0 / 16581375.0)));\n    #else\n      return step(shadowNDCPos.z, texture(shadowMap, shadowNDCPos.xy).x);\n    #endif\n  }\n  float NativePCFShadowFactorSoft (vec3 shadowNDCPos, sampler2D shadowMap, vec2 shadowMapResolution)\n  {\n    vec2 oneTap = 1.0 / shadowMapResolution;\n    vec2 shadowNDCPos_offset = shadowNDCPos.xy + oneTap;\n    float block0, block1, block2, block3;\n    #if CC_SHADOWMAP_FORMAT == 1\n      block0 = step(shadowNDCPos.z, dot(texture(shadowMap, vec2(shadowNDCPos.x, shadowNDCPos.y)), vec4(1.0, 1.0 / 255.0, 1.0 / 65025.0, 1.0 / 16581375.0)));\n      block1 = step(shadowNDCPos.z, dot(texture(shadowMap, vec2(shadowNDCPos_offset.x, shadowNDCPos.y)), vec4(1.0, 1.0 / 255.0, 1.0 / 65025.0, 1.0 / 16581375.0)));\n      block2 = step(shadowNDCPos.z, dot(texture(shadowMap, vec2(shadowNDCPos.x, shadowNDCPos_offset.y)), vec4(1.0, 1.0 / 255.0, 1.0 / 65025.0, 1.0 / 16581375.0)));\n      block3 = step(shadowNDCPos.z, dot(texture(shadowMap, vec2(shadowNDCPos_offset.x, shadowNDCPos_offset.y)), vec4(1.0, 1.0 / 255.0, 1.0 / 65025.0, 1.0 / 16581375.0)));\n    #else\n      block0 = step(shadowNDCPos.z, texture(shadowMap, vec2(shadowNDCPos.x, shadowNDCPos.y)).x);\n      block1 = step(shadowNDCPos.z, texture(shadowMap, vec2(shadowNDCPos_offset.x, shadowNDCPos.y)).x);\n      block2 = step(shadowNDCPos.z, texture(shadowMap, vec2(shadowNDCPos.x, shadowNDCPos_offset.y)).x);\n      block3 = step(shadowNDCPos.z, texture(shadowMap, vec2(shadowNDCPos_offset.x, shadowNDCPos_offset.y)).x);\n    #endif\n    float coefX   = mod(shadowNDCPos.x, oneTap.x) * shadowMapResolution.x;\n    float resultX = mix(block0, block1, coefX);\n    float resultY = mix(block2, block3, coefX);\n    float coefY   = mod(shadowNDCPos.y, oneTap.y) * shadowMapResolution.y;\n    return mix(resultX, resultY, coefY);\n  }\n  float NativePCFShadowFactorSoft3X (vec3 shadowNDCPos, sampler2D shadowMap, vec2 shadowMapResolution)\n  {\n    vec2 oneTap = 1.0 / shadowMapResolution;\n    float shadowNDCPos_offset_L = shadowNDCPos.x - oneTap.x;\n    float shadowNDCPos_offset_R = shadowNDCPos.x + oneTap.x;\n    float shadowNDCPos_offset_U = shadowNDCPos.y - oneTap.y;\n    float shadowNDCPos_offset_D = shadowNDCPos.y + oneTap.y;\n    float block0, block1, block2, block3, block4, block5, block6, block7, block8;\n    #if CC_SHADOWMAP_FORMAT == 1\n      block0 = step(shadowNDCPos.z, dot(texture(shadowMap, vec2(shadowNDCPos_offset_L, shadowNDCPos_offset_U)), vec4(1.0, 1.0 / 255.0, 1.0 / 65025.0, 1.0 / 16581375.0)));\n      block1 = step(shadowNDCPos.z, dot(texture(shadowMap, vec2(shadowNDCPos.x, shadowNDCPos_offset_U)), vec4(1.0, 1.0 / 255.0, 1.0 / 65025.0, 1.0 / 16581375.0)));\n      block2 = step(shadowNDCPos.z, dot(texture(shadowMap, vec2(shadowNDCPos_offset_R, shadowNDCPos_offset_U)), vec4(1.0, 1.0 / 255.0, 1.0 / 65025.0, 1.0 / 16581375.0)));\n      block3 = step(shadowNDCPos.z, dot(texture(shadowMap, vec2(shadowNDCPos_offset_L, shadowNDCPos.y)), vec4(1.0, 1.0 / 255.0, 1.0 / 65025.0, 1.0 / 16581375.0)));\n      block4 = step(shadowNDCPos.z, dot(texture(shadowMap, vec2(shadowNDCPos.x, shadowNDCPos.y)), vec4(1.0, 1.0 / 255.0, 1.0 / 65025.0, 1.0 / 16581375.0)));\n      block5 = step(shadowNDCPos.z, dot(texture(shadowMap, vec2(shadowNDCPos_offset_R, shadowNDCPos.y)), vec4(1.0, 1.0 / 255.0, 1.0 / 65025.0, 1.0 / 16581375.0)));\n      block6 = step(shadowNDCPos.z, dot(texture(shadowMap, vec2(shadowNDCPos_offset_L, shadowNDCPos_offset_D)), vec4(1.0, 1.0 / 255.0, 1.0 / 65025.0, 1.0 / 16581375.0)));\n      block7 = step(shadowNDCPos.z, dot(texture(shadowMap, vec2(shadowNDCPos.x, shadowNDCPos_offset_D)), vec4(1.0, 1.0 / 255.0, 1.0 / 65025.0, 1.0 / 16581375.0)));\n      block8 = step(shadowNDCPos.z, dot(texture(shadowMap, vec2(shadowNDCPos_offset_R, shadowNDCPos_offset_D)), vec4(1.0, 1.0 / 255.0, 1.0 / 65025.0, 1.0 / 16581375.0)));\n    #else\n      block0 = step(shadowNDCPos.z, texture(shadowMap, vec2(shadowNDCPos_offset_L, shadowNDCPos_offset_U)).x);\n      block1 = step(shadowNDCPos.z, texture(shadowMap, vec2(shadowNDCPos.x, shadowNDCPos_offset_U)).x);\n      block2 = step(shadowNDCPos.z, texture(shadowMap, vec2(shadowNDCPos_offset_R, shadowNDCPos_offset_U)).x);\n      block3 = step(shadowNDCPos.z, texture(shadowMap, vec2(shadowNDCPos_offset_L, shadowNDCPos.y)).x);\n      block4 = step(shadowNDCPos.z, texture(shadowMap, vec2(shadowNDCPos.x, shadowNDCPos.y)).x);\n      block5 = step(shadowNDCPos.z, texture(shadowMap, vec2(shadowNDCPos_offset_R, shadowNDCPos.y)).x);\n      block6 = step(shadowNDCPos.z, texture(shadowMap, vec2(shadowNDCPos_offset_L, shadowNDCPos_offset_D)).x);\n      block7 = step(shadowNDCPos.z, texture(shadowMap, vec2(shadowNDCPos.x, shadowNDCPos_offset_D)).x);\n      block8 = step(shadowNDCPos.z, texture(shadowMap, vec2(shadowNDCPos_offset_R, shadowNDCPos_offset_D)).x);\n    #endif\n    float coefX = mod(shadowNDCPos.x, oneTap.x) * shadowMapResolution.x;\n    float coefY = mod(shadowNDCPos.y, oneTap.y) * shadowMapResolution.y;\n    float shadow = 0.0;\n    float resultX = mix(block0, block1, coefX);\n    float resultY = mix(block3, block4, coefX);\n    shadow += mix(resultX , resultY, coefY);\n    resultX = mix(block1, block2, coefX);\n    resultY = mix(block4, block5, coefX);\n    shadow += mix(resultX , resultY, coefY);\n    resultX = mix(block3, block4, coefX);\n    resultY = mix(block6, block7, coefX);\n    shadow += mix(resultX, resultY, coefY);\n    resultX = mix(block4, block5, coefX);\n    resultY = mix(block7, block8, coefX);\n    shadow += mix(resultX, resultY, coefY);\n    return shadow * 0.25;\n  }\n  float NativePCFShadowFactorSoft5X (vec3 shadowNDCPos, sampler2D shadowMap, vec2 shadowMapResolution)\n  {\n    vec2 oneTap = 1.0 / shadowMapResolution;\n    vec2 twoTap = oneTap * 2.0;\n    vec2 offset1 = shadowNDCPos.xy + vec2(-twoTap.x, -twoTap.y);\n    vec2 offset2 = shadowNDCPos.xy + vec2(-oneTap.x, -twoTap.y);\n    vec2 offset3 = shadowNDCPos.xy + vec2(0.0, -twoTap.y);\n    vec2 offset4 = shadowNDCPos.xy + vec2(oneTap.x, -twoTap.y);\n    vec2 offset5 = shadowNDCPos.xy + vec2(twoTap.x, -twoTap.y);\n    vec2 offset6 = shadowNDCPos.xy + vec2(-twoTap.x, -oneTap.y);\n    vec2 offset7 = shadowNDCPos.xy + vec2(-oneTap.x, -oneTap.y);\n    vec2 offset8 = shadowNDCPos.xy + vec2(0.0, -oneTap.y);\n    vec2 offset9 = shadowNDCPos.xy + vec2(oneTap.x, -oneTap.y);\n    vec2 offset10 = shadowNDCPos.xy + vec2(twoTap.x, -oneTap.y);\n    vec2 offset11 = shadowNDCPos.xy + vec2(-twoTap.x, 0.0);\n    vec2 offset12 = shadowNDCPos.xy + vec2(-oneTap.x, 0.0);\n    vec2 offset13 = shadowNDCPos.xy + vec2(0.0, 0.0);\n    vec2 offset14 = shadowNDCPos.xy + vec2(oneTap.x, 0.0);\n    vec2 offset15 = shadowNDCPos.xy + vec2(twoTap.x, 0.0);\n    vec2 offset16 = shadowNDCPos.xy + vec2(-twoTap.x, oneTap.y);\n    vec2 offset17 = shadowNDCPos.xy + vec2(-oneTap.x, oneTap.y);\n    vec2 offset18 = shadowNDCPos.xy + vec2(0.0, oneTap.y);\n    vec2 offset19 = shadowNDCPos.xy + vec2(oneTap.x, oneTap.y);\n    vec2 offset20 = shadowNDCPos.xy + vec2(twoTap.x, oneTap.y);\n    vec2 offset21 = shadowNDCPos.xy + vec2(-twoTap.x, twoTap.y);\n    vec2 offset22 = shadowNDCPos.xy + vec2(-oneTap.x, twoTap.y);\n    vec2 offset23 = shadowNDCPos.xy + vec2(0.0, twoTap.y);\n    vec2 offset24 = shadowNDCPos.xy + vec2(oneTap.x, twoTap.y);\n    vec2 offset25 = shadowNDCPos.xy + vec2(twoTap.x, twoTap.y);\n    float block1, block2, block3, block4, block5, block6, block7, block8, block9, block10, block11, block12, block13, block14, block15, block16, block17, block18, block19, block20, block21, block22, block23, block24, block25;\n    #if CC_SHADOWMAP_FORMAT == 1\n      block1 = step(shadowNDCPos.z, dot(texture(shadowMap, offset1), vec4(1.0, 1.0 / 255.0, 1.0 / 65025.0, 1.0 / 16581375.0)));\n      block2 = step(shadowNDCPos.z, dot(texture(shadowMap, offset2), vec4(1.0, 1.0 / 255.0, 1.0 / 65025.0, 1.0 / 16581375.0)));\n      block3 = step(shadowNDCPos.z, dot(texture(shadowMap, offset3), vec4(1.0, 1.0 / 255.0, 1.0 / 65025.0, 1.0 / 16581375.0)));\n      block4 = step(shadowNDCPos.z, dot(texture(shadowMap, offset4), vec4(1.0, 1.0 / 255.0, 1.0 / 65025.0, 1.0 / 16581375.0)));\n      block5 = step(shadowNDCPos.z, dot(texture(shadowMap, offset5), vec4(1.0, 1.0 / 255.0, 1.0 / 65025.0, 1.0 / 16581375.0)));\n      block6 = step(shadowNDCPos.z, dot(texture(shadowMap, offset6), vec4(1.0, 1.0 / 255.0, 1.0 / 65025.0, 1.0 / 16581375.0)));\n      block7 = step(shadowNDCPos.z, dot(texture(shadowMap, offset7), vec4(1.0, 1.0 / 255.0, 1.0 / 65025.0, 1.0 / 16581375.0)));\n      block8 = step(shadowNDCPos.z, dot(texture(shadowMap, offset8), vec4(1.0, 1.0 / 255.0, 1.0 / 65025.0, 1.0 / 16581375.0)));\n      block9 = step(shadowNDCPos.z, dot(texture(shadowMap, offset9), vec4(1.0, 1.0 / 255.0, 1.0 / 65025.0, 1.0 / 16581375.0)));\n      block10 = step(shadowNDCPos.z, dot(texture(shadowMap, offset10), vec4(1.0, 1.0 / 255.0, 1.0 / 65025.0, 1.0 / 16581375.0)));\n      block11 = step(shadowNDCPos.z, dot(texture(shadowMap, offset11), vec4(1.0, 1.0 / 255.0, 1.0 / 65025.0, 1.0 / 16581375.0)));\n      block12 = step(shadowNDCPos.z, dot(texture(shadowMap, offset12), vec4(1.0, 1.0 / 255.0, 1.0 / 65025.0, 1.0 / 16581375.0)));\n      block13 = step(shadowNDCPos.z, dot(texture(shadowMap, offset13), vec4(1.0, 1.0 / 255.0, 1.0 / 65025.0, 1.0 / 16581375.0)));\n      block14 = step(shadowNDCPos.z, dot(texture(shadowMap, offset14), vec4(1.0, 1.0 / 255.0, 1.0 / 65025.0, 1.0 / 16581375.0)));\n      block15 = step(shadowNDCPos.z, dot(texture(shadowMap, offset15), vec4(1.0, 1.0 / 255.0, 1.0 / 65025.0, 1.0 / 16581375.0)));\n      block16 = step(shadowNDCPos.z, dot(texture(shadowMap, offset16), vec4(1.0, 1.0 / 255.0, 1.0 / 65025.0, 1.0 / 16581375.0)));\n      block17 = step(shadowNDCPos.z, dot(texture(shadowMap, offset17), vec4(1.0, 1.0 / 255.0, 1.0 / 65025.0, 1.0 / 16581375.0)));\n      block18 = step(shadowNDCPos.z, dot(texture(shadowMap, offset18), vec4(1.0, 1.0 / 255.0, 1.0 / 65025.0, 1.0 / 16581375.0)));\n      block19 = step(shadowNDCPos.z, dot(texture(shadowMap, offset19), vec4(1.0, 1.0 / 255.0, 1.0 / 65025.0, 1.0 / 16581375.0)));\n      block20 = step(shadowNDCPos.z, dot(texture(shadowMap, offset20), vec4(1.0, 1.0 / 255.0, 1.0 / 65025.0, 1.0 / 16581375.0)));\n      block21 = step(shadowNDCPos.z, dot(texture(shadowMap, offset21), vec4(1.0, 1.0 / 255.0, 1.0 / 65025.0, 1.0 / 16581375.0)));\n      block22 = step(shadowNDCPos.z, dot(texture(shadowMap, offset22), vec4(1.0, 1.0 / 255.0, 1.0 / 65025.0, 1.0 / 16581375.0)));\n      block23 = step(shadowNDCPos.z, dot(texture(shadowMap, offset23), vec4(1.0, 1.0 / 255.0, 1.0 / 65025.0, 1.0 / 16581375.0)));\n      block24 = step(shadowNDCPos.z, dot(texture(shadowMap, offset24), vec4(1.0, 1.0 / 255.0, 1.0 / 65025.0, 1.0 / 16581375.0)));\n      block25 = step(shadowNDCPos.z, dot(texture(shadowMap, offset25), vec4(1.0, 1.0 / 255.0, 1.0 / 65025.0, 1.0 / 16581375.0)));\n    #else\n      block1 = step(shadowNDCPos.z, texture(shadowMap, offset1).x);\n      block2 = step(shadowNDCPos.z, texture(shadowMap, offset2).x);\n      block3 = step(shadowNDCPos.z, texture(shadowMap, offset3).x);\n      block4 = step(shadowNDCPos.z, texture(shadowMap, offset4).x);\n      block5 = step(shadowNDCPos.z, texture(shadowMap, offset5).x);\n      block6 = step(shadowNDCPos.z, texture(shadowMap, offset6).x);\n      block7 = step(shadowNDCPos.z, texture(shadowMap, offset7).x);\n      block8 = step(shadowNDCPos.z, texture(shadowMap, offset8).x);\n      block9 = step(shadowNDCPos.z, texture(shadowMap, offset9).x);\n      block10 = step(shadowNDCPos.z, texture(shadowMap, offset10).x);\n      block11 = step(shadowNDCPos.z, texture(shadowMap, offset11).x);\n      block12 = step(shadowNDCPos.z, texture(shadowMap, offset12).x);\n      block13 = step(shadowNDCPos.z, texture(shadowMap, offset13).x);\n      block14 = step(shadowNDCPos.z, texture(shadowMap, offset14).x);\n      block15 = step(shadowNDCPos.z, texture(shadowMap, offset15).x);\n      block16 = step(shadowNDCPos.z, texture(shadowMap, offset16).x);\n      block17 = step(shadowNDCPos.z, texture(shadowMap, offset17).x);\n      block18 = step(shadowNDCPos.z, texture(shadowMap, offset18).x);\n      block19 = step(shadowNDCPos.z, texture(shadowMap, offset19).x);\n      block20 = step(shadowNDCPos.z, texture(shadowMap, offset20).x);\n      block21 = step(shadowNDCPos.z, texture(shadowMap, offset21).x);\n      block22 = step(shadowNDCPos.z, texture(shadowMap, offset22).x);\n      block23 = step(shadowNDCPos.z, texture(shadowMap, offset23).x);\n      block24 = step(shadowNDCPos.z, texture(shadowMap, offset24).x);\n      block25 = step(shadowNDCPos.z, texture(shadowMap, offset25).x);\n    #endif\n    vec2 coef = fract(shadowNDCPos.xy * shadowMapResolution);\n    vec2 v1X1 = mix(vec2(block1, block6), vec2(block2, block7), coef.xx);\n    vec2 v1X2 = mix(vec2(block2, block7), vec2(block3, block8), coef.xx);\n    vec2 v1X3 = mix(vec2(block3, block8), vec2(block4, block9), coef.xx);\n    vec2 v1X4 = mix(vec2(block4, block9), vec2(block5, block10), coef.xx);\n    float v1 = mix(v1X1.x, v1X1.y, coef.y) + mix(v1X2.x, v1X2.y, coef.y) + mix(v1X3.x, v1X3.y, coef.y) + mix(v1X4.x, v1X4.y, coef.y);\n    vec2 v2X1 = mix(vec2(block6, block11), vec2(block7, block12), coef.xx);\n    vec2 v2X2 = mix(vec2(block7, block12), vec2(block8, block13), coef.xx);\n    vec2 v2X3 = mix(vec2(block8, block13), vec2(block9, block14), coef.xx);\n    vec2 v2X4 = mix(vec2(block9, block14), vec2(block10, block15), coef.xx);\n    float v2 = mix(v2X1.x, v2X1.y, coef.y) + mix(v2X2.x, v2X2.y, coef.y) + mix(v2X3.x, v2X3.y, coef.y) + mix(v2X4.x, v2X4.y, coef.y);\n    vec2 v3X1 = mix(vec2(block11, block16), vec2(block12, block17), coef.xx);\n    vec2 v3X2 = mix(vec2(block12, block17), vec2(block13, block18), coef.xx);\n    vec2 v3X3 = mix(vec2(block13, block18), vec2(block14, block19), coef.xx);\n    vec2 v3X4 = mix(vec2(block14, block19), vec2(block15, block20), coef.xx);\n    float v3 = mix(v3X1.x, v3X1.y, coef.y) + mix(v3X2.x, v3X2.y, coef.y) + mix(v3X3.x, v3X3.y, coef.y) + mix(v3X4.x, v3X4.y, coef.y);\n    vec2 v4X1 = mix(vec2(block16, block21), vec2(block17, block22), coef.xx);\n    vec2 v4X2 = mix(vec2(block17, block22), vec2(block18, block23), coef.xx);\n    vec2 v4X3 = mix(vec2(block18, block23), vec2(block19, block24), coef.xx);\n    vec2 v4X4 = mix(vec2(block19, block24), vec2(block20, block25), coef.xx);\n    float v4 = mix(v4X1.x, v4X1.y, coef.y) + mix(v4X2.x, v4X2.y, coef.y) + mix(v4X3.x, v4X3.y, coef.y) + mix(v4X4.x, v4X4.y, coef.y);\n    float fAvg = (v1 + v2 + v3 + v4) * 0.0625;\n    return fAvg;\n  }\n  bool GetShadowNDCPos(out vec3 shadowNDCPos, vec4 shadowPosWithDepthBias)\n  {\n  \tshadowNDCPos = shadowPosWithDepthBias.xyz / shadowPosWithDepthBias.w * 0.5 + 0.5;\n  \tif (shadowNDCPos.x < 0.0 || shadowNDCPos.x > 1.0 ||\n  \t\tshadowNDCPos.y < 0.0 || shadowNDCPos.y > 1.0 ||\n  \t\tshadowNDCPos.z < 0.0 || shadowNDCPos.z > 1.0) {\n  \t\treturn false;\n  \t}\n  \tshadowNDCPos.xy = cc_cameraPos.w == 1.0 ? vec2(shadowNDCPos.xy.x, 1.0 - shadowNDCPos.xy.y) : shadowNDCPos.xy;\n  \treturn true;\n  }\n  vec4 ApplyShadowDepthBias_FaceNormal(vec4 shadowPos, vec3 worldNormal, float normalBias, vec3 matViewDir0, vec3 matViewDir1, vec3 matViewDir2, vec2 projScaleXY)\n  {\n    vec4 newShadowPos = shadowPos;\n    if (normalBias > EPSILON_LOWP)\n    {\n      vec3 viewNormal = vec3(dot(matViewDir0, worldNormal), dot(matViewDir1, worldNormal), dot(matViewDir2, worldNormal));\n      if (viewNormal.z < 0.1)\n        newShadowPos.xy += viewNormal.xy * projScaleXY * normalBias * clamp(viewNormal.z, 0.001, 0.1);\n    }\n    return newShadowPos;\n  }\n  vec4 ApplyShadowDepthBias_FaceNormal(vec4 shadowPos, vec3 worldNormal, float normalBias, mat4 matLightView, vec2 projScaleXY)\n  {\n  \tvec4 newShadowPos = shadowPos;\n  \tif (normalBias > EPSILON_LOWP)\n  \t{\n  \t\tvec4 viewNormal = matLightView * vec4(worldNormal, 0.0);\n  \t\tif (viewNormal.z < 0.1)\n  \t\t\tnewShadowPos.xy += viewNormal.xy * projScaleXY * normalBias * clamp(viewNormal.z, 0.001, 0.1);\n  \t}\n  \treturn newShadowPos;\n  }\n  vec4 ApplyShadowDepthBias_Perspective(vec4 shadowPos, float viewspaceDepthBias)\n  {\n  \tvec3 viewSpacePos;\n  \tviewSpacePos.xy = shadowPos.xy * cc_shadowProjInfo.zw;\n  \tviewSpacePos.z = shadowPos.z * cc_shadowInvProjDepthInfo.x + shadowPos.w * cc_shadowInvProjDepthInfo.y;\n  \tviewSpacePos.xyz += cc_shadowProjDepthInfo.z * normalize(viewSpacePos.xyz) * viewspaceDepthBias;\n  \tvec4 clipSpacePos;\n  \tclipSpacePos.xy = viewSpacePos.xy * cc_shadowProjInfo.xy;\n  \tclipSpacePos.zw = viewSpacePos.z * cc_shadowProjDepthInfo.xz + vec2(cc_shadowProjDepthInfo.y, 0.0);\n  \t#if CC_SHADOWMAP_USE_LINEAR_DEPTH\n  \t\tclipSpacePos.z = GetLinearDepthFromViewSpace(viewSpacePos.xyz, cc_shadowNFLSInfo.x, cc_shadowNFLSInfo.y);\n  \t\tclipSpacePos.z = (clipSpacePos.z * 2.0 - 1.0) * clipSpacePos.w;\n  \t#endif\n  \treturn clipSpacePos;\n  }\n  vec4 ApplyShadowDepthBias_Orthographic(vec4 shadowPos, float viewspaceDepthBias, float projScaleZ, float projBiasZ)\n  {\n  \tfloat coeffA = projScaleZ;\n  \tfloat coeffB = projBiasZ;\n  \tfloat viewSpacePos_z = (shadowPos.z - coeffB) / coeffA;\n  \tviewSpacePos_z += viewspaceDepthBias;\n  \tvec4 result = shadowPos;\n  \tresult.z = viewSpacePos_z * coeffA + coeffB;\n  \treturn result;\n  }\n  vec4 ApplyShadowDepthBias_PerspectiveLinearDepth(vec4 shadowPos, float viewspaceDepthBias, vec3 worldPos)\n  {\n    shadowPos.z = CCGetLinearDepth(worldPos, viewspaceDepthBias) * 2.0 - 1.0;\n    shadowPos.z *= shadowPos.w;\n    return shadowPos;\n  }\n  float CCGetDirLightShadowFactorHard (vec4 shadowPosWithDepthBias) {\n\t  vec3 shadowNDCPos;\n\t  if (!GetShadowNDCPos(shadowNDCPos, shadowPosWithDepthBias)) {\n\t\t  return 1.0;\n\t  }\n    return NativePCFShadowFactorHard(shadowNDCPos, cc_shadowMap, cc_shadowWHPBInfo.xy);\n  }\n  float CCGetDirLightShadowFactorSoft (vec4 shadowPosWithDepthBias) {\n\t  vec3 shadowNDCPos;\n\t  if (!GetShadowNDCPos(shadowNDCPos, shadowPosWithDepthBias)) {\n\t\t  return 1.0;\n\t  }\n    return NativePCFShadowFactorSoft(shadowNDCPos, cc_shadowMap, cc_shadowWHPBInfo.xy);\n  }\n  float CCGetDirLightShadowFactorSoft3X (vec4 shadowPosWithDepthBias) {\n\t  vec3 shadowNDCPos;\n\t  if (!GetShadowNDCPos(shadowNDCPos, shadowPosWithDepthBias)) {\n\t\t  return 1.0;\n\t  }\n    return NativePCFShadowFactorSoft3X(shadowNDCPos, cc_shadowMap, cc_shadowWHPBInfo.xy);\n  }\n  float CCGetDirLightShadowFactorSoft5X (vec4 shadowPosWithDepthBias) {\n\t  vec3 shadowNDCPos;\n\t  if (!GetShadowNDCPos(shadowNDCPos, shadowPosWithDepthBias)) {\n\t\t  return 1.0;\n\t  }\n    return NativePCFShadowFactorSoft5X(shadowNDCPos, cc_shadowMap, cc_shadowWHPBInfo.xy);\n  }\n  float CCGetSpotLightShadowFactorHard (vec4 shadowPosWithDepthBias, vec3 worldPos) {\n\t  vec3 shadowNDCPos;\n\t  if (!GetShadowNDCPos(shadowNDCPos, shadowPosWithDepthBias)) {\n\t\t  return 1.0;\n\t  }\n    return NativePCFShadowFactorHard(shadowNDCPos, cc_spotShadowMap, cc_shadowWHPBInfo.xy);\n  }\n  float CCGetSpotLightShadowFactorSoft (vec4 shadowPosWithDepthBias, vec3 worldPos) {\n\t  vec3 shadowNDCPos;\n\t  if (!GetShadowNDCPos(shadowNDCPos, shadowPosWithDepthBias)) {\n\t\t  return 1.0;\n\t  }\n    return NativePCFShadowFactorSoft(shadowNDCPos, cc_spotShadowMap, cc_shadowWHPBInfo.xy);\n  }\n  float CCGetSpotLightShadowFactorSoft3X (vec4 shadowPosWithDepthBias, vec3 worldPos) {\n\t  vec3 shadowNDCPos;\n\t  if (!GetShadowNDCPos(shadowNDCPos, shadowPosWithDepthBias)) {\n\t\t  return 1.0;\n\t  }\n    return NativePCFShadowFactorSoft3X(shadowNDCPos, cc_spotShadowMap, cc_shadowWHPBInfo.xy);\n  }\n  float CCGetSpotLightShadowFactorSoft5X (vec4 shadowPosWithDepthBias, vec3 worldPos) {\n\t  vec3 shadowNDCPos;\n\t  if (!GetShadowNDCPos(shadowNDCPos, shadowPosWithDepthBias)) {\n\t\t  return 1.0;\n\t  }\n    return NativePCFShadowFactorSoft5X(shadowNDCPos, cc_spotShadowMap, cc_shadowWHPBInfo.xy);\n  }\n  float CCSpotShadowFactorBase(vec4 shadowPos, vec3 worldPos, vec2 shadowBias)\n  {\n    float pcf = cc_shadowWHPBInfo.z;\n    vec4 pos = vec4(1.0);\n    #if CC_SHADOWMAP_USE_LINEAR_DEPTH\n      pos = ApplyShadowDepthBias_PerspectiveLinearDepth(shadowPos, shadowBias.x, worldPos);\n    #else\n      pos = ApplyShadowDepthBias_Perspective(shadowPos, shadowBias.x);\n    #endif\n    if (pcf > 2.9) {\n      return CCGetSpotLightShadowFactorSoft5X(pos, worldPos);\n    }else if (pcf > 1.9) {\n      return CCGetSpotLightShadowFactorSoft3X(pos, worldPos);\n    }else if (pcf > 0.9) {\n      return CCGetSpotLightShadowFactorSoft(pos, worldPos);\n    }else {\n      return CCGetSpotLightShadowFactorHard(pos, worldPos);\n    }\n  }\n  float CCShadowFactorBase(vec4 shadowPos, vec3 N, vec2 shadowBias)\n  {\n    vec4 pos = ApplyShadowDepthBias_FaceNormal(shadowPos, N, shadowBias.y, cc_matLightView, cc_shadowProjInfo.xy);\n    pos = ApplyShadowDepthBias_Orthographic(pos, shadowBias.x, cc_shadowProjDepthInfo.x, cc_shadowProjDepthInfo.y);\n    float realtimeShadow = 1.0;\n    #if CC_DIR_SHADOW_PCF_TYPE == 3\n      realtimeShadow = CCGetDirLightShadowFactorSoft5X(pos);\n    #endif\n    #if CC_DIR_SHADOW_PCF_TYPE == 2\n      realtimeShadow =  CCGetDirLightShadowFactorSoft3X(pos);\n    #endif\n    #if CC_DIR_SHADOW_PCF_TYPE == 1\n      realtimeShadow = CCGetDirLightShadowFactorSoft(pos);\n    #endif\n    #if CC_DIR_SHADOW_PCF_TYPE == 0\n      realtimeShadow = CCGetDirLightShadowFactorHard(pos);\n    #endif\n    return mix(realtimeShadow, 1.0, cc_shadowNFLSInfo.w);\n  }\n  #if CC_SUPPORT_CASCADED_SHADOW_MAP\n    int CCGetCSMLevel(out vec4 csmPos, out vec4 shadowProjDepthInfo, out vec4 shadowProjInfo, out vec3 shadowViewDir0, out vec3 shadowViewDir1, out vec3 shadowViewDir2, vec3 worldPos) {\n      int layer = -1;\n      highp float layerThreshold = cc_csmViewDir0[0].w;\n      for (int i = 0; i < 4; i++) {\n        vec4 shadowPos = cc_matCSMViewProj[i] * vec4(worldPos.xyz, 1.0);\n        vec3 clipPos = shadowPos.xyz / shadowPos.w * 0.5 + 0.5;\n        if (clipPos.x >= (0.0 + layerThreshold) && clipPos.x <= (1.0 - layerThreshold) &&\n            clipPos.y >= (0.0 + layerThreshold) && clipPos.y <= (1.0 - layerThreshold) &&\n            clipPos.z >= 0.0 && clipPos.z <= 1.0 && layer < 0) {\n          csmPos = cc_matCSMViewProj[i] * vec4(worldPos.xyz, 1.0);\n          csmPos.xy = csmPos.xy * cc_csmAtlas[i].xy + cc_csmAtlas[i].zw;\n          shadowProjDepthInfo = cc_csmProjDepthInfo[i];\n          shadowProjInfo = cc_csmProjInfo[i];\n          shadowViewDir0 = cc_csmViewDir0[i].xyz;\n          shadowViewDir1 = cc_csmViewDir1[i].xyz;\n          shadowViewDir2 = cc_csmViewDir2[i].xyz;\n          layer = i;\n        }\n      }\n      return layer;\n    }\n    float CCCSMFactorBase(vec3 worldPos, vec3 N, vec2 shadowBias)\n    {\n      vec4 csmPos = vec4(1.0);\n      vec4 shadowProjDepthInfo, shadowProjInfo;\n      vec3 shadowViewDir0, shadowViewDir1, shadowViewDir2;\n      int level = CCGetCSMLevel(csmPos, shadowProjDepthInfo, shadowProjInfo, shadowViewDir0, shadowViewDir1, shadowViewDir2, worldPos);\n      if (level < 0) { return 1.0; }\n      vec4 pos = ApplyShadowDepthBias_FaceNormal(csmPos, N, shadowBias.y, shadowViewDir0, shadowViewDir1, shadowViewDir2, shadowProjInfo.xy);\n      pos = ApplyShadowDepthBias_Orthographic(pos, shadowBias.x, shadowProjDepthInfo.x, shadowProjDepthInfo.y);\n      float realtimeShadow = 1.0;\n      #if CC_DIR_SHADOW_PCF_TYPE == 3\n        realtimeShadow = CCGetDirLightShadowFactorSoft5X(pos);\n      #endif\n      #if CC_DIR_SHADOW_PCF_TYPE == 2\n        realtimeShadow = CCGetDirLightShadowFactorSoft3X(pos);\n      #endif\n      #if CC_DIR_SHADOW_PCF_TYPE == 1\n        realtimeShadow = CCGetDirLightShadowFactorSoft(pos);\n      #endif\n      #if CC_DIR_SHADOW_PCF_TYPE == 0\n        realtimeShadow = CCGetDirLightShadowFactorHard(pos);\n      #endif\n      return mix(realtimeShadow, 1.0, cc_shadowNFLSInfo.w);\n    }\n  #else\n    int CCGetCSMLevel(out vec4 csmPos, out vec4 shadowProjDepthInfo, out vec4 shadowProjInfo, out vec3 shadowViewDir0, out vec3 shadowViewDir1, out vec3 shadowViewDir2, vec3 worldPos) {\n      return -1;\n    }\n    float CCCSMFactorBase(vec3 worldPos, vec3 N, vec2 shadowBias) {\n      vec4 shadowPos = cc_matLightViewProj * vec4(worldPos, 1.0);\n      return CCShadowFactorBase(shadowPos, N, shadowBias);\n    }\n  #endif\n#endif\n#if CC_USE_IBL\n  uniform samplerCube cc_environment;\n  vec4 fragTextureLod (sampler2D tex, vec2 coord, float lod) {\n      return textureLod(tex, coord, lod);\n  }\n  vec4 fragTextureLod (samplerCube tex, vec3 coord, float lod) {\n      return textureLod(tex, coord, lod);\n  }\n  vec3 unpackRGBE (vec4 rgbe) {\n    return rgbe.rgb * pow(1.1, rgbe.a * 255.0 - 128.0);\n  }\n  #if CC_USE_DIFFUSEMAP\n    uniform samplerCube cc_diffuseMap;\n  #endif\n#endif\nfloat GGXMobile (float roughness, float NoH, vec3 H, vec3 N) {\n  vec3 NxH = cross(N, H);\n  float OneMinusNoHSqr = dot(NxH, NxH);\n  float a = roughness * roughness;\n  float n = NoH * a;\n  float p = a / (OneMinusNoHSqr + n * n);\n  return p * p;\n}\nfloat CalcSpecular (float roughness, float NoH, vec3 H, vec3 N) {\n  return (roughness * 0.25 + 0.25) * GGXMobile(roughness, NoH, H, N);\n}\nvec3 BRDFApprox (vec3 specular, float roughness, float NoV) {\n  const vec4 c0 = vec4(-1.0, -0.0275, -0.572, 0.022);\n  const vec4 c1 = vec4(1.0, 0.0425, 1.04, -0.04);\n  vec4 r = roughness * c0 + c1;\n  float a004 = min(r.x * r.x, exp2(-9.28 * NoV)) * r.x + r.y;\n  vec2 AB = vec2(-1.04, 1.04) * a004 + r.zw;\n  AB.y *= clamp(50.0 * specular.g, 0.0, 1.0);\n  return specular * AB.x + AB.y;\n}\n#if USE_REFLECTION_DENOISE\n  vec3 GetEnvReflectionWithMipFiltering(vec3 R, float roughness, float mipCount, float denoiseIntensity) {\n    #if CC_USE_IBL\n    \tfloat mip = roughness * (mipCount - 1.0);\n    \tfloat delta = (dot(dFdx(R), dFdy(R))) * 1000.0;\n    \tfloat mipBias = mix(0.0, 5.0, clamp(delta, 0.0, 1.0));\n    \tvec4 biased = fragTextureLod(cc_environment, R, mip + mipBias);\n     \tvec4 filtered = texture(cc_environment, R);\n      #if CC_USE_IBL == 2\n      \tbiased.rgb = unpackRGBE(biased);\n      \tfiltered.rgb = unpackRGBE(filtered);\n      #else\n      \tbiased.rgb = SRGBToLinear(biased.rgb);\n      \tfiltered.rgb = SRGBToLinear(filtered.rgb);\n      #endif\n      return mix(biased.rgb, filtered.rgb, denoiseIntensity);\n    #else\n      return vec3(0.0, 0.0, 0.0);\n    #endif\n  }\n#endif\nstruct StandardSurface {\n  vec4 albedo;\n    #if CC_PLATFORM_ANDROID_AND_WEBGL && CC_ENABLE_WEBGL_HIGHP_STRUCT_VALUES\n    vec3 position, position_fract_part;\n    #else\n    vec3 position;\n    #endif\n  vec3 normal;\n  vec3 emissive;\n  vec3 lightmap;\n  float lightmap_test;\n  float roughness;\n  float metallic;\n  float occlusion;\n  float specularIntensity;\n  #if CC_RECEIVE_SHADOW\n    vec2 shadowBias;\n  #endif\n};\nvec4 CCStandardShadingBase (StandardSurface s, vec4 shadowPos) {\n  vec3 diffuse = s.albedo.rgb * (1.0 - s.metallic);\n  vec3 specular = mix(vec3(0.08 * s.specularIntensity), s.albedo.rgb, s.metallic);\n  vec3 position;\n    #if CC_PLATFORM_ANDROID_AND_WEBGL && CC_ENABLE_WEBGL_HIGHP_STRUCT_VALUES\n    position = unpackHighpData(s.position, s.position_fract_part);\n    #else\n    position = s.position;\n    #endif\n  vec3 N = normalize(s.normal);\n  vec3 V = normalize(cc_cameraPos.xyz - position);\n  vec3 L = normalize(-cc_mainLitDir.xyz);\n  float NL = max(dot(N, L), 0.0);\n  float shadow = 1.0;\n  #if CC_RECEIVE_SHADOW && CC_SHADOW_TYPE == 2\n    if (NL > 0.0 && cc_mainLitDir.w > 0.0) {\n      if (cc_shadowLPNNInfo.w > 0.0) {\n        #if CC_DIR_LIGHT_SHADOW_TYPE == 2\n          shadow = CCCSMFactorBase(position, N, s.shadowBias);\n        #endif\n      } else {\n        #if CC_DIR_LIGHT_SHADOW_TYPE == 1\n          shadow = CCShadowFactorBase(shadowPos, N, s.shadowBias);\n        #endif\n      }\n    }\n  #endif\n  #if CC_USE_LIGHTMAP && !CC_FORWARD_ADD\n    vec3 lightmap = s.lightmap.rgb;\n    #if CC_USE_HDR\n        lightmap.rgb *= cc_exposure.w * cc_exposure.x;\n    #endif\n    vec3 finalColor = diffuse * lightmap.rgb * shadow;\n  #else\n    float NV = max(abs(dot(N, V)), 0.0);\n    specular = BRDFApprox(specular, s.roughness, NV);\n    vec3 H = normalize(L + V);\n    float NH = max(dot(N, H), 0.0);\n    vec3 finalColor = NL * cc_mainLitColor.rgb * cc_mainLitColor.w;\n    vec3 diffuseContrib = diffuse / PI;\n    vec3 specularContrib = specular * CalcSpecular(s.roughness, NH, H, N);\n    vec3 dirlightContrib = (diffuseContrib + specularContrib);\n    dirlightContrib *= shadow;\n    finalColor *= dirlightContrib;\n  #endif\n  float fAmb = 0.5 - N.y * 0.5;\n  vec3 ambDiff = mix(cc_ambientSky.rgb, cc_ambientGround.rgb, fAmb);\n  #if CC_USE_IBL\n    #if CC_USE_DIFFUSEMAP\n      vec4 diffuseMap = texture(cc_diffuseMap, N);\n      #if CC_USE_DIFFUSEMAP == 2\n        ambDiff = unpackRGBE(diffuseMap);\n      #else\n        ambDiff = SRGBToLinear(diffuseMap.rgb);\n      #endif\n    #endif\n    vec3 R = normalize(reflect(-V, N));\n    vec3 rotationDir = RotationVecFromAxisY(R.xyz, cc_surfaceTransform.z, cc_surfaceTransform.w);\n    #if USE_REFLECTION_DENOISE && !CC_IBL_CONVOLUTED\n      vec3 env = GetEnvReflectionWithMipFiltering(rotationDir, s.roughness, cc_ambientGround.w, 0.6);\n    #else\n      vec4 envmap = fragTextureLod(cc_environment, rotationDir, s.roughness * (cc_ambientGround.w - 1.0));\n      #if CC_USE_IBL == 2\n        vec3 env = unpackRGBE(envmap);\n      #else\n        vec3 env = SRGBToLinear(envmap.rgb);\n      #endif\n    #endif\n    finalColor += env * cc_ambientSky.w * specular * s.occlusion;\n  #endif\n  finalColor += ambDiff.rgb * cc_ambientSky.w * diffuse * s.occlusion;\n  finalColor += s.emissive;\n  return vec4(finalColor, s.albedo.a);\n}\nvec3 ACESToneMap (vec3 color) {\n  color = min(color, vec3(8.0));\n  const float A = 2.51;\n  const float B = 0.03;\n  const float C = 2.43;\n  const float D = 0.59;\n  const float E = 0.14;\n  return (color * (A * color + B)) / (color * (C * color + D) + E);\n}\nvec4 CCFragOutput (vec4 color) {\n  #if CC_USE_HDR\n    color.rgb = ACESToneMap(color.rgb);\n  #endif\n  color.rgb = LinearToSRGB(color.rgb);\n  return color;\n}\nin highp vec4 v_shadowPos;\n#if CC_RECEIVE_SHADOW && CC_SHADOW_TYPE == 2\n#endif\n#if CC_USE_LIGHTMAP && !CC_FORWARD_ADD\n  in vec3 v_luv;\n  uniform sampler2D cc_lightingMap;\n#endif\nin vec3 v_position;\nin vec2 v_uv;\nin vec2 v_uv1;\nin vec3 v_normal;\n#if CC_RECEIVE_SHADOW\n  in vec2 v_shadowBias;\n#endif\n#if USE_VERTEX_COLOR\n  in vec4 v_color;\n#endif\n#if USE_ALBEDO_MAP\n  uniform sampler2D albedoMap;\n#endif\n#if USE_WEIGHT_MAP\n  uniform sampler2D baseWeightMap;\n#endif\n#if USE_NORMAL_MAP\n  in vec3 v_tangent;\n  in vec3 v_bitangent;\n  uniform sampler2D normalMap;\n#endif\n#if USE_METALLIC_MAP\n  uniform sampler2D metallicMap;\n#endif\n#if USE_ROUGHNESS_MAP\n  uniform sampler2D roughnessMap;\n#endif\n#if USE_OCCLUSION_MAP\n  uniform sampler2D occlusionMap;\n#endif\n#if USE_TRANSPARENCY_MAP\n  uniform sampler2D transparencyMap;\n#endif\n#if USE_TRANSPARENCYCOLOR_MAP\n  uniform sampler2D transparencyColorMap;\n#endif\n#if USE_EMISSIVE_MAP\n  uniform sampler2D emissiveMap;\n#endif\n#if USE_EMISSIVESCALE_MAP\n  uniform sampler2D emissiveScaleMap;\n#endif\n#if USE_OPACITY_MAP\n  uniform sampler2D alphaSourceMap;\n#endif\nfloat discolor(vec3 srcColor) {\n  return dot(GRAY_VECTOR, srcColor);\n}\nvoid surf (out StandardSurface s) {\n  vec4 baseColor = albedo;\n  #if USE_VERTEX_COLOR\n    baseColor.rgb *= SRGBToLinear(v_color.rgb);\n    baseColor.a *= v_color.a;\n  #endif\n  #if USE_ALBEDO_MAP\n    vec4 texColor = texture(albedoMap, TEXTURE_UV);\n    texColor.rgb = SRGBToLinear(texColor.rgb);\n    baseColor = texColor;\n  #endif\n  #if USE_WEIGHT_MAP\n      vec4 weightColor = texture(baseWeightMap, TEXTURE_UV);\n      weightColor.rgb = SRGBToLinear(weightColor.rgb);\n      baseColor.rgb *= weightColor.rgb;\n  #else\n      baseColor.rgb *= albedoScale;\n  #endif\n  float metallicValue = metallic;\n  #if USE_METALLIC_MAP\n     vec4 metallicColor = texture(metallicMap, TEXTURE_UV);\n     metallicValue = discolor(metallicColor.rgb);\n     #if USE_METALLIC_CHANNEL\n         metallicColor.rgb = SRGBToLinear(metallicColor.rgb);\n         metallicValue = metallicColor.METALLIC_CHANNEL;\n     #endif\n  #endif\n  s.metallic = metallicValue;\n  float roughnessValue = roughness;\n  #if USE_ROUGHNESS_MAP\n     vec4 roughnessColor = texture(roughnessMap, TEXTURE_UV);\n     roughnessValue = discolor(roughnessColor.rgb);\n     #if USE_ROUGHNESS_CHANNEL\n         roughnessColor.rgb = SRGBToLinear(roughnessColor.rgb);\n         roughnessValue = roughnessColor.ROUGHNESS_CHANNEL;\n     #endif\n  #endif\n  s.roughness = max(0.02, roughnessValue);\n  float occlusionValue = 1.0;\n  #if USE_OCCLUSION_MAP\n     vec4 occlusionColor = texture(occlusionMap, TEXTURE_UV);\n     float occlusionColorValue = discolor(occlusionColor.rgb);\n     #if USE_OCCLUSION_CHANNEL\n         occlusionColor.rgb = SRGBToLinear(occlusionColor.rgb);\n         occlusionColorValue = occlusionColor.OCCLUSION_CHANNEL;\n     #endif\n     occlusionValue = mix(1.0, occlusionColorValue, occlusion);\n  #endif\n  s.occlusion = occlusionValue;\n  #if ALPHA_SOURCE_IS_OPACITY\n    #if USE_OPACITY_MAP\n      baseColor.a = 1.0 - texture(alphaSourceMap, TEXTURE_UV).ALPHA_SOURCE_CHANNEL;\n    #else\n      baseColor.a = 1.0 - alphaSource;\n    #endif\n  #else\n    #if USE_OPACITY_MAP\n      baseColor.a = texture(alphaSourceMap, TEXTURE_UV).ALPHA_SOURCE_CHANNEL;\n    #else\n      baseColor.a = alphaSource;\n    #endif\n  #endif\n  #if USE_ALPHA_TEST\n    if (baseColor.a < albedoScaleAndCutoff.w) discard;\n  #endif\n  s.albedo = baseColor;\n  #if CC_USE_LIGHTMAP && !CC_FORWARD_ADD\n    vec4 lightColor = texture(cc_lightingMap, v_luv.xy);\n    s.lightmap = lightColor.xyz * v_luv.z;\n    s.lightmap_test = v_luv.z;\n  #endif\n  s.normal = v_normal;\n  #if CC_RECEIVE_SHADOW\n    s.shadowBias = v_shadowBias;\n  #endif\n  #if USE_NORMAL_MAP\n    vec3 nmmp = texture(normalMap, NORMAL_UV).xyz - vec3(0.5);\n    s.normal =\n      (nmmp.x * normalStrength) * normalize(v_tangent) +\n      (nmmp.y * normalStrength) * normalize(v_bitangent) +\n      nmmp.z * normalize(s.normal);\n  #endif\n    #if CC_PLATFORM_ANDROID_AND_WEBGL && CC_ENABLE_WEBGL_HIGHP_STRUCT_VALUES\n    packHighpData(s.position, s.position_fract_part, v_position);\n    #else\n    s.position = v_position;\n    #endif\n  s.specularIntensity = 0.5;\n  vec3 emissiveColor = emissive.rgb;\n  #if USE_EMISSIVE_MAP\n      emissiveColor.rgb = SRGBToLinear(texture(emissiveMap, TEXTURE_UV).rgb);\n  #endif\n  #if USE_EMISSIVESCALE_MAP\n      vec4 emissiveScaleColor = texture(emissiveScaleMap, TEXTURE_UV);\n      emissiveScaleColor.rgb = SRGBToLinear(emissiveScaleColor.rgb);\n      emissiveColor.rgb *= emissiveScaleColor.rgb;\n  #else\n      emissiveColor.rgb *= emissiveScale;\n  #endif\n  s.emissive = emissiveColor.rgb;\n}\n#if CC_FORWARD_ADD\n  #if CC_PIPELINE_TYPE == 0\n    #define LIGHTS_PER_PASS 1\n  #else\n    #define LIGHTS_PER_PASS 10\n  #endif\n  #if CC_ENABLE_CLUSTERED_LIGHT_CULLING == 0\n  layout(std140) uniform CCForwardLight {\n    highp vec4 cc_lightPos[LIGHTS_PER_PASS];\n    vec4 cc_lightColor[LIGHTS_PER_PASS];\n    vec4 cc_lightSizeRangeAngle[LIGHTS_PER_PASS];\n    vec4 cc_lightDir[LIGHTS_PER_PASS];\n  };\n  #endif\n  float SmoothDistAtt (float distSqr, float invSqrAttRadius) {\n    float factor = distSqr * invSqrAttRadius;\n    float smoothFactor = clamp(1.0 - factor * factor, 0.0, 1.0);\n    return smoothFactor * smoothFactor;\n  }\n  float GetDistAtt (float distSqr, float invSqrAttRadius) {\n    float attenuation = 1.0 / max(distSqr, 0.01*0.01);\n    attenuation *= SmoothDistAtt(distSqr , invSqrAttRadius);\n    return attenuation;\n  }\n  float GetAngleAtt (vec3 L, vec3 litDir, float litAngleScale, float litAngleOffset) {\n    float cd = dot(litDir, L);\n    float attenuation = clamp(cd * litAngleScale + litAngleOffset, 0.0, 1.0);\n    return (attenuation * attenuation);\n  }\n  #if CC_ENABLE_CLUSTERED_LIGHT_CULLING == 0\n  vec4 CCStandardShadingAdditive (StandardSurface s, vec4 shadowPos) {\n    vec3 position;\n      #if CC_PLATFORM_ANDROID_AND_WEBGL && CC_ENABLE_WEBGL_HIGHP_STRUCT_VALUES\n      position = unpackHighpData(s.position, s.position_fract_part);\n      #else\n      position = s.position;\n      #endif\n    vec3 diffuse = s.albedo.rgb * (1.0 - s.metallic);\n    vec3 specular = mix(vec3(0.04), s.albedo.rgb, s.metallic);\n    vec3 diffuseContrib = diffuse / PI;\n    vec3 N = normalize(s.normal);\n    vec3 V = normalize(cc_cameraPos.xyz - position);\n    float NV = max(abs(dot(N, V)), 0.0);\n    specular = BRDFApprox(specular, s.roughness, NV);\n    vec3 finalColor = vec3(0.0);\n    int numLights = CC_PIPELINE_TYPE == 0 ? LIGHTS_PER_PASS : int(cc_lightDir[0].w);\n    for (int i = 0; i < LIGHTS_PER_PASS; i++) {\n      if (i >= numLights) break;\n      vec3 SLU = cc_lightPos[i].xyz - position;\n      vec3 SL = normalize(SLU);\n      vec3 SH = normalize(SL + V);\n      float SNL = max(dot(N, SL), 0.0);\n      float SNH = max(dot(N, SH), 0.0);\n      float distSqr = dot(SLU, SLU);\n      float litRadius = cc_lightSizeRangeAngle[i].x;\n      float litRadiusSqr = litRadius * litRadius;\n      float illum = litRadiusSqr / max(litRadiusSqr, distSqr);\n      float attRadiusSqrInv = 1.0 / max(cc_lightSizeRangeAngle[i].y, 0.01);\n      attRadiusSqrInv *= attRadiusSqrInv;\n      float att = GetDistAtt(distSqr, attRadiusSqrInv);\n      vec3 lspec = specular * CalcSpecular(s.roughness, SNH, SH, N);\n      if (cc_lightPos[i].w > 0.0) {\n        float cosInner = max(dot(-cc_lightDir[i].xyz, SL), 0.01);\n        float cosOuter = cc_lightSizeRangeAngle[i].z;\n        float litAngleScale = 1.0 / max(0.001, cosInner - cosOuter);\n        float litAngleOffset = -cosOuter * litAngleScale;\n        att *= GetAngleAtt(SL, -cc_lightDir[i].xyz, litAngleScale, litAngleOffset);\n      }\n      vec3 lightColor = cc_lightColor[i].rgb;\n      float shadow = 1.0;\n      #if CC_RECEIVE_SHADOW  && CC_SHADOW_TYPE == 2\n        if (cc_lightPos[i].w > 0.0 && cc_lightSizeRangeAngle[i].w > 0.0) {\n          shadow = CCSpotShadowFactorBase(shadowPos, position, s.shadowBias);\n        }\n      #endif\n      lightColor *= shadow;\n      finalColor += SNL * lightColor * cc_lightColor[i].w * illum * att * (diffuseContrib + lspec);\n    }\n    return vec4(finalColor, 0.0);\n  }\n  #endif\n  #if CC_ENABLE_CLUSTERED_LIGHT_CULLING == 1\n  layout(std430, binding = 4) readonly buffer b_ccLightsBuffer { vec4 b_ccLights[]; };\n  layout(std430, binding = 5) readonly buffer b_clusterLightIndicesBuffer { uint b_clusterLightIndices[]; };\n  layout(std430, binding = 6) readonly buffer b_clusterLightGridBuffer { uvec4 b_clusterLightGrid[]; };\n  struct CCLight\n  {\n    vec4 cc_lightPos;\n    vec4 cc_lightColor;\n    vec4 cc_lightSizeRangeAngle;\n    vec4 cc_lightDir;\n  };\n  struct Cluster\n  {\n    vec3 minBounds;\n    vec3 maxBounds;\n  };\n  struct LightGrid\n  {\n    uint offset;\n    uint ccLights;\n  };\n  CCLight getCCLight(uint i)\n  {\n    CCLight light;\n    light.cc_lightPos = b_ccLights[4u * i + 0u];\n    light.cc_lightColor = b_ccLights[4u * i + 1u];\n    light.cc_lightSizeRangeAngle = b_ccLights[4u * i + 2u];\n    light.cc_lightDir = b_ccLights[4u * i + 3u];\n    return light;\n  }\n  LightGrid getLightGrid(uint cluster)\n  {\n    uvec4 gridvec = b_clusterLightGrid[cluster];\n    LightGrid grid;\n    grid.offset = gridvec.x;\n    grid.ccLights = gridvec.y;\n    return grid;\n  }\n  uint getGridLightIndex(uint start, uint offset)\n  {\n    return b_clusterLightIndices[start + offset];\n  }\n  uint getClusterZIndex(vec4 worldPos)\n  {\n    float scale = float(24) / log(cc_nearFar.y / cc_nearFar.x);\n    float bias = -(float(24) * log(cc_nearFar.x) / log(cc_nearFar.y / cc_nearFar.x));\n    float eyeDepth = -(cc_matView * worldPos).z;\n    uint zIndex = uint(max(log(eyeDepth) * scale + bias, 0.0));\n    return zIndex;\n  }\n  uint getClusterIndex(vec4 fragCoord, vec4 worldPos)\n  {\n    uint zIndex = getClusterZIndex(worldPos);\n    float clusterSizeX = ceil(cc_viewPort.z / float(16));\n    float clusterSizeY = ceil(cc_viewPort.w / float(8));\n    uvec3 indices = uvec3(uvec2(fragCoord.xy / vec2(clusterSizeX, clusterSizeY)), zIndex);\n    uint cluster = (16u * 8u) * indices.z + 16u * indices.y + indices.x;\n    return cluster;\n  }\n  vec4 CCClusterShadingAdditive (StandardSurface s, vec4 shadowPos) {\n    vec3 diffuse = s.albedo.rgb * (1.0 - s.metallic);\n    vec3 specular = mix(vec3(0.04), s.albedo.rgb, s.metallic);\n    vec3 diffuseContrib = diffuse / PI;\n    vec3 position;\n      #if CC_PLATFORM_ANDROID_AND_WEBGL && CC_ENABLE_WEBGL_HIGHP_STRUCT_VALUES\n      position = unpackHighpData(s.position, s.position_fract_part);\n      #else\n      position = s.position;\n      #endif\n    vec3 N = normalize(s.normal);\n    vec3 V = normalize(cc_cameraPos.xyz - position);\n    float NV = max(abs(dot(N, V)), 0.001);\n    specular = BRDFApprox(specular, s.roughness, NV);\n    vec3 finalColor = vec3(0.0);\n    uint cluster = getClusterIndex(gl_FragCoord, vec4(position, 1.0));\n    LightGrid grid = getLightGrid(cluster);\n    uint numLights = grid.ccLights;\n    for (uint i = 0u; i < 100u; i++) {\n      if (i >= numLights) break;\n      uint lightIndex = getGridLightIndex(grid.offset, i);\n      CCLight light = getCCLight(lightIndex);\n      vec3 SLU = light.cc_lightPos.xyz - position;\n      vec3 SL = normalize(SLU);\n      vec3 SH = normalize(SL + V);\n      float SNL = max(dot(N, SL), 0.001);\n      float SNH = max(dot(N, SH), 0.0);\n      float distSqr = dot(SLU, SLU);\n      float litRadius = light.cc_lightSizeRangeAngle.x;\n      float litRadiusSqr = litRadius * litRadius;\n      float illum = PI * (litRadiusSqr / max(litRadiusSqr , distSqr));\n      float attRadiusSqrInv = 1.0 / max(light.cc_lightSizeRangeAngle.y, 0.01);\n      attRadiusSqrInv *= attRadiusSqrInv;\n      float att = GetDistAtt(distSqr, attRadiusSqrInv);\n      vec3 lspec = specular * CalcSpecular(s.roughness, SNH, SH, N);\n      if (light.cc_lightPos.w > 0.0) {\n        float cosInner = max(dot(-light.cc_lightDir.xyz, SL), 0.01);\n        float cosOuter = light.cc_lightSizeRangeAngle.z;\n        float litAngleScale = 1.0 / max(0.001, cosInner - cosOuter);\n        float litAngleOffset = -cosOuter * litAngleScale;\n        att *= GetAngleAtt(SL, -light.cc_lightDir.xyz, litAngleScale, litAngleOffset);\n      }\n      vec3 lightColor = light.cc_lightColor.rgb;\n      float shadow = 1.0;\n      #if CC_RECEIVE_SHADOW && CC_SHADOW_TYPE == 2\n        if (light.cc_lightPos.w > 0.0) {\n          shadow = CCSpotShadowFactorBase(shadowPos, position, s.shadowBias);\n        }\n      #endif\n      lightColor *= shadow;\n      finalColor += SNL * lightColor * light.cc_lightColor.w * illum * att * (diffuseContrib + lspec);\n    }\n    return vec4(finalColor, 0.0);\n  }\n  #endif\n  layout(location = 0) out vec4 fragColorX;\n  void main () {\n    StandardSurface s; surf(s);\n    #if CC_ENABLE_CLUSTERED_LIGHT_CULLING == 1\n    vec4 color = CCClusterShadingAdditive(s, v_shadowPos);\n    #else\n    vec4 color = CCStandardShadingAdditive(s, v_shadowPos);\n    #endif\n    fragColorX = CCFragOutput(color);\n  }\n#elif (CC_PIPELINE_TYPE == 0 || CC_FORCE_FORWARD_SHADING)\n  layout(location = 0) out vec4 fragColorX;\n  void main () {\n    StandardSurface s; surf(s);\n    vec4 color = CCFragOutput(CCStandardShadingBase(s, v_shadowPos));\n    #if CC_USE_FOG != 4\n      CC_APPLY_FOG(color, s.position.xyz);\n    #endif\n    fragColorX = color;\n  }\n#elif CC_PIPELINE_TYPE == 1\n  vec2 signNotZero(vec2 v) {\n    return vec2((v.x >= 0.0) ? +1.0 : -1.0, (v.y >= 0.0) ? +1.0 : -1.0);\n  }\n  vec2 float32x3_to_oct(in vec3 v) {\n    vec2 p = v.xy * (1.0 / (abs(v.x) + abs(v.y) + abs(v.z)));\n    return (v.z <= 0.0) ? ((1.0 - abs(p.yx)) * signNotZero(p)) : p;\n  }\n  layout(location = 0) out vec4 fragColor0;\n  layout(location = 1) out vec4 fragColor1;\n  layout(location = 2) out vec4 fragColor2;\n  void main () {\n    StandardSurface s; surf(s);\n    fragColor0 = s.albedo;\n    fragColor1 = vec4(float32x3_to_oct(s.normal), s.roughness, s.metallic);\n    fragColor2 = vec4(s.emissive, s.occlusion);\n  }\n#endif"
      },
      "glsl1": {
        "vert": "\nprecision highp float;\n#define QUATER_PI         0.78539816340\n#define HALF_PI           1.57079632679\n#define PI                3.14159265359\n#define PI2               6.28318530718\n#define PI4               12.5663706144\n#define INV_QUATER_PI     1.27323954474\n#define INV_HALF_PI       0.63661977237\n#define INV_PI            0.31830988618\n#define INV_PI2           0.15915494309\n#define INV_PI4           0.07957747155\n#define EPSILON           1e-6\n#define EPSILON_LOWP      1e-4\n#define LOG2              1.442695\n#define EXP_VALUE         2.71828183f\n#define FP_MAX            65504.0\n#define FP_SCALE          0.0009765625\n#define FP_SCALE_INV      1024.0\n#define GRAY_VECTOR       vec3(0.299, 0.587, 0.114)\n#define CC_LIGHTMAP_DISABLED 0\n#define CC_LIGHTMAP_ALL_IN_ONE 1\n#define CC_LIGHTMAP_CC_LIGHTMAP_INDIRECT_OCCLUSION 2\nstruct StandardVertInput {\n  highp vec4 position;\n  vec3 normal;\n  vec4 tangent;\n};\nattribute vec3 a_position;\nattribute vec3 a_normal;\nattribute vec2 a_texCoord;\nattribute vec4 a_tangent;\n#if CC_USE_SKINNING\n    attribute vec4 a_joints;\n  attribute vec4 a_weights;\n#endif\n#if USE_INSTANCING\n  #if CC_USE_BAKED_ANIMATION\n    attribute highp vec4 a_jointAnimInfo;\n  #endif\n  attribute vec4 a_matWorld0;\n  attribute vec4 a_matWorld1;\n  attribute vec4 a_matWorld2;\n  #if CC_USE_LIGHTMAP\n    attribute vec4 a_lightingMapUVParam;\n  #endif\n  #if CC_RECEIVE_SHADOW\n    attribute vec2 a_localShadowBias;\n  #endif\n#endif\n#if CC_USE_MORPH\n    attribute float a_vertexId;\n    int getVertexId() {\n      return int(a_vertexId);\n    }\n#endif\nhighp float decode32 (highp vec4 rgba) {\n  rgba = rgba * 255.0;\n  highp float Sign = 1.0 - (step(128.0, (rgba[3]) + 0.5)) * 2.0;\n  highp float Exponent = 2.0 * (mod(float(int((rgba[3]) + 0.5)), 128.0)) + (step(128.0, (rgba[2]) + 0.5)) - 127.0;\n  highp float Mantissa = (mod(float(int((rgba[2]) + 0.5)), 128.0)) * 65536.0 + rgba[1] * 256.0 + rgba[0] + 8388608.0;\n  return Sign * exp2(Exponent - 23.0) * Mantissa;\n}\n#if CC_USE_MORPH\n  uniform vec4 cc_displacementWeights[15];\n  uniform vec4 cc_displacementTextureInfo;\n  #if CC_MORPH_TARGET_HAS_POSITION\n    uniform sampler2D cc_PositionDisplacements;\n  #endif\n  #if CC_MORPH_TARGET_HAS_NORMAL\n    uniform sampler2D cc_NormalDisplacements;\n  #endif\n  #if CC_MORPH_TARGET_HAS_TANGENT\n    uniform sampler2D cc_TangentDisplacements;\n  #endif\n  vec2 getPixelLocation(vec2 textureResolution, int pixelIndex) {\n    float pixelIndexF = float(pixelIndex);\n    float x = mod(pixelIndexF, textureResolution.x);\n    float y = floor(pixelIndexF / textureResolution.x);\n    return vec2(x, y);\n  }\n  vec2 getPixelCoordFromLocation(vec2 location, vec2 textureResolution) {\n    return (vec2(location.x, location.y) + .5) / textureResolution;\n  }\n  #if CC_DEVICE_SUPPORT_FLOAT_TEXTURE\n      vec4 fetchVec3ArrayFromTexture(sampler2D tex, int elementIndex) {\n        int pixelIndex = elementIndex;\n        vec2 location = getPixelLocation(cc_displacementTextureInfo.xy, pixelIndex);\n        vec2 uv = getPixelCoordFromLocation(location, cc_displacementTextureInfo.xy);\n        return texture2D(tex, uv);\n      }\n  #else\n    vec4 fetchVec3ArrayFromTexture(sampler2D tex, int elementIndex) {\n      int pixelIndex = elementIndex * 4;\n      vec2 location = getPixelLocation(cc_displacementTextureInfo.xy, pixelIndex);\n      vec2 x = getPixelCoordFromLocation(location + vec2(0.0, 0.0), cc_displacementTextureInfo.xy);\n      vec2 y = getPixelCoordFromLocation(location + vec2(1.0, 0.0), cc_displacementTextureInfo.xy);\n      vec2 z = getPixelCoordFromLocation(location + vec2(2.0, 0.0), cc_displacementTextureInfo.xy);\n      return vec4(\n        decode32(texture2D(tex, x)),\n        decode32(texture2D(tex, y)),\n        decode32(texture2D(tex, z)),\n        1.0\n      );\n    }\n  #endif\n  float getDisplacementWeight(int index) {\n    int quot = index / 4;\n    int remainder = index - quot * 4;\n    if (remainder == 0) {\n      return cc_displacementWeights[quot].x;\n    } else if (remainder == 1) {\n      return cc_displacementWeights[quot].y;\n    } else if (remainder == 2) {\n      return cc_displacementWeights[quot].z;\n    } else {\n      return cc_displacementWeights[quot].w;\n    }\n  }\n  vec3 getVec3DisplacementFromTexture(sampler2D tex, int vertexIndex) {\n  #if CC_MORPH_PRECOMPUTED\n    return fetchVec3ArrayFromTexture(tex, vertexIndex).rgb;\n  #else\n    vec3 result = vec3(0, 0, 0);\n    int nVertices = int(cc_displacementTextureInfo.z);\n    for (int iTarget = 0; iTarget < CC_MORPH_TARGET_COUNT; ++iTarget) {\n      result += (fetchVec3ArrayFromTexture(tex, nVertices * iTarget + vertexIndex).rgb * getDisplacementWeight(iTarget));\n    }\n    return result;\n  #endif\n  }\n  #if CC_MORPH_TARGET_HAS_POSITION\n  vec3 getPositionDisplacement(int vertexId) {\n      return getVec3DisplacementFromTexture(cc_PositionDisplacements, vertexId);\n  }\n  #endif\n  #if CC_MORPH_TARGET_HAS_NORMAL\n  vec3 getNormalDisplacement(int vertexId) {\n      return getVec3DisplacementFromTexture(cc_NormalDisplacements, vertexId);\n  }\n  #endif\n  #if CC_MORPH_TARGET_HAS_TANGENT\n  vec3 getTangentDisplacement(int vertexId) {\n      return getVec3DisplacementFromTexture(cc_TangentDisplacements, vertexId);\n  }\n  #endif\n  void applyMorph (inout vec4 position, inout vec3 normal, inout vec4 tangent) {\n    int vertexId = getVertexId();\n  #if CC_MORPH_TARGET_HAS_POSITION\n    position.xyz = position.xyz + getPositionDisplacement(vertexId);\n  #endif\n  #if CC_MORPH_TARGET_HAS_NORMAL\n    normal.xyz = normal.xyz + getNormalDisplacement(vertexId);\n  #endif\n  #if CC_MORPH_TARGET_HAS_TANGENT\n    tangent.xyz = tangent.xyz + getTangentDisplacement(vertexId);\n  #endif\n  }\n  void applyMorph (inout vec4 position) {\n  #if CC_MORPH_TARGET_HAS_POSITION\n    position.xyz = position.xyz + getPositionDisplacement(getVertexId());\n  #endif\n  }\n#endif\n#if CC_USE_SKINNING\n  #if CC_USE_BAKED_ANIMATION\n    uniform highp vec4 cc_jointTextureInfo;\n    uniform highp vec4 cc_jointAnimInfo;\n    uniform highp sampler2D cc_jointTexture;\n    void CCGetJointTextureCoords(float pixelsPerJoint, float jointIdx, out highp float x, out highp float y, out highp float invSize)\n    {\n      #if USE_INSTANCING\n        highp float temp = pixelsPerJoint * (a_jointAnimInfo.x * a_jointAnimInfo.y + jointIdx) + a_jointAnimInfo.z;\n      #else\n        highp float temp = pixelsPerJoint * (cc_jointAnimInfo.x * cc_jointTextureInfo.y + jointIdx) + cc_jointTextureInfo.z;\n      #endif\n      invSize = cc_jointTextureInfo.w;\n      highp float tempY = floor(temp * invSize);\n      x = floor(temp - tempY * cc_jointTextureInfo.x);\n      y = (tempY + 0.5) * invSize;\n    }\n  #else\n    #if CC_USE_REAL_TIME_JOINT_TEXTURE\n      uniform highp sampler2D cc_realtimeJoint;\n    #else\n      uniform highp vec4 cc_joints[CC_JOINT_UNIFORM_CAPACITY * 3];\n    #endif\n  #endif\n  #if CC_USE_BAKED_ANIMATION\n    #if CC_DEVICE_SUPPORT_FLOAT_TEXTURE\n      mat4 getJointMatrix (float i) {\n        highp float x, y, invSize;\n        CCGetJointTextureCoords(3.0, i, x, y, invSize);\n        vec4 v1 = texture2D(cc_jointTexture, vec2((x + 0.5) * invSize, y));\n        vec4 v2 = texture2D(cc_jointTexture, vec2((x + 1.5) * invSize, y));\n        vec4 v3 = texture2D(cc_jointTexture, vec2((x + 2.5) * invSize, y));\n        return mat4(vec4(v1.xyz, 0.0), vec4(v2.xyz, 0.0), vec4(v3.xyz, 0.0), vec4(v1.w, v2.w, v3.w, 1.0));\n      }\n    #else\n      mat4 getJointMatrix (float i) {\n        highp float x, y, invSize;\n        CCGetJointTextureCoords(12.0, i, x, y, invSize);\n        vec4 v1 = vec4(\n          decode32(texture2D(cc_jointTexture, vec2((x + 0.5) * invSize, y))),\n          decode32(texture2D(cc_jointTexture, vec2((x + 1.5) * invSize, y))),\n          decode32(texture2D(cc_jointTexture, vec2((x + 2.5) * invSize, y))),\n          decode32(texture2D(cc_jointTexture, vec2((x + 3.5) * invSize, y)))\n        );\n        vec4 v2 = vec4(\n          decode32(texture2D(cc_jointTexture, vec2((x + 4.5) * invSize, y))),\n          decode32(texture2D(cc_jointTexture, vec2((x + 5.5) * invSize, y))),\n          decode32(texture2D(cc_jointTexture, vec2((x + 6.5) * invSize, y))),\n          decode32(texture2D(cc_jointTexture, vec2((x + 7.5) * invSize, y)))\n        );\n        vec4 v3 = vec4(\n          decode32(texture2D(cc_jointTexture, vec2((x + 8.5) * invSize, y))),\n          decode32(texture2D(cc_jointTexture, vec2((x + 9.5) * invSize, y))),\n          decode32(texture2D(cc_jointTexture, vec2((x + 10.5) * invSize, y))),\n          decode32(texture2D(cc_jointTexture, vec2((x + 11.5) * invSize, y)))\n        );\n        return mat4(vec4(v1.xyz, 0.0), vec4(v2.xyz, 0.0), vec4(v3.xyz, 0.0), vec4(v1.w, v2.w, v3.w, 1.0));\n      }\n    #endif\n  #else\n    #if CC_USE_REAL_TIME_JOINT_TEXTURE\n      #if CC_DEVICE_SUPPORT_FLOAT_TEXTURE\n        mat4 getJointMatrix (float i) {\n          float x = i;\n          vec4 v1 = texture2D(cc_realtimeJoint, vec2( x / 256.0, 0.5 / 3.0));\n          vec4 v2 = texture2D(cc_realtimeJoint, vec2( x / 256.0, 1.5 / 3.0));\n          vec4 v3 = texture2D(cc_realtimeJoint, vec2( x / 256.0, 2.5 / 3.0));\n          return mat4(vec4(v1.xyz, 0.0), vec4(v2.xyz, 0.0), vec4(v3.xyz, 0.0), vec4(v1.w, v2.w, v3.w, 1.0));\n        }\n      #else\n        mat4 getJointMatrix (float i) {\n         float x = 4.0 * i;\n          vec4 v1 = vec4(\n            decode32(texture2D(cc_realtimeJoint, vec2((x + 0.5)/ 1024.0, 0.5 / 3.0))),\n            decode32(texture2D(cc_realtimeJoint, vec2((x + 1.5)/ 1024.0, 0.5 / 3.0))),\n            decode32(texture2D(cc_realtimeJoint, vec2((x + 2.5)/ 1024.0, 0.5 / 3.0))),\n            decode32(texture2D(cc_realtimeJoint, vec2((x + 3.5)/ 1024.0, 0.5 / 3.0)))\n          );\n          vec4 v2 = vec4(\n            decode32(texture2D(cc_realtimeJoint, vec2((x + 0.5)/ 1024.0, 1.5 / 3.0))),\n            decode32(texture2D(cc_realtimeJoint, vec2((x + 1.5)/ 1024.0, 1.5 / 3.0))),\n            decode32(texture2D(cc_realtimeJoint, vec2((x + 2.5)/ 1024.0, 1.5 / 3.0))),\n            decode32(texture2D(cc_realtimeJoint, vec2((x + 3.5)/ 1024.0, 1.5 / 3.0)))\n          );\n          vec4 v3 = vec4(\n            decode32(texture2D(cc_realtimeJoint, vec2((x + 0.5)/ 1024.0, 2.5 / 3.0))),\n            decode32(texture2D(cc_realtimeJoint, vec2((x + 1.5)/ 1024.0, 2.5 / 3.0))),\n            decode32(texture2D(cc_realtimeJoint, vec2((x + 2.5)/ 1024.0, 2.5 / 3.0))),\n            decode32(texture2D(cc_realtimeJoint, vec2((x + 3.5)/ 1024.0, 2.5 / 3.0)))\n          );\n          return mat4(vec4(v1.xyz, 0.0), vec4(v2.xyz, 0.0), vec4(v3.xyz, 0.0), vec4(v1.w, v2.w, v3.w, 1.0));\n        }\n      #endif\n    #else\n      mat4 getJointMatrix (float i) {\n        int idx = int(i);\n        vec4 v1 = cc_joints[idx * 3];\n        vec4 v2 = cc_joints[idx * 3 + 1];\n        vec4 v3 = cc_joints[idx * 3 + 2];\n        return mat4(vec4(v1.xyz, 0.0), vec4(v2.xyz, 0.0), vec4(v3.xyz, 0.0), vec4(v1.w, v2.w, v3.w, 1.0));\n      }\n    #endif\n  #endif\n  mat4 skinMatrix () {\n    vec4 joints = vec4(a_joints);\n    return getJointMatrix(joints.x) * a_weights.x\n         + getJointMatrix(joints.y) * a_weights.y\n         + getJointMatrix(joints.z) * a_weights.z\n         + getJointMatrix(joints.w) * a_weights.w;\n  }\n  void CCSkin (inout vec4 position) {\n    mat4 m = skinMatrix();\n    position = m * position;\n  }\n  void CCSkin (inout vec4 position, inout vec3 normal, inout vec4 tangent) {\n    mat4 m = skinMatrix();\n    position = m * position;\n    normal = (m * vec4(normal, 0.0)).xyz;\n    tangent.xyz = (m * vec4(tangent.xyz, 0.0)).xyz;\n  }\n#endif\nvoid CCVertInput(inout StandardVertInput In)\n{\n    In.position = vec4(a_position, 1.0);\n    In.normal = a_normal;\n    In.tangent = a_tangent;\n  #if CC_USE_MORPH\n    applyMorph(In.position, In.normal, In.tangent);\n  #endif\n  #if CC_USE_SKINNING\n    CCSkin(In.position, In.normal, In.tangent);\n  #endif\n}\nuniform highp mat4 cc_matView;\n  uniform highp mat4 cc_matProj;\n  uniform highp vec4 cc_cameraPos;\n  uniform mediump vec4 cc_fogBase;\n  uniform mediump vec4 cc_fogAdd;\n#if !USE_INSTANCING\n  uniform highp mat4 cc_matWorld;\n  uniform highp mat4 cc_matWorldIT;\n  uniform highp vec4 cc_lightingMapUVParam;\n  uniform highp vec4 cc_localShadowBias;\n#endif\nvoid CCGetWorldMatrixFull(out mat4 matWorld, out mat4 matWorldIT)\n{\n  #if USE_INSTANCING\n    matWorld = mat4(\n      vec4(a_matWorld0.xyz, 0.0),\n      vec4(a_matWorld1.xyz, 0.0),\n      vec4(a_matWorld2.xyz, 0.0),\n      vec4(a_matWorld0.w, a_matWorld1.w, a_matWorld2.w, 1.0)\n    );\n    matWorldIT = matWorld;\n  #else\n    matWorld = cc_matWorld;\n    matWorldIT = cc_matWorldIT;\n  #endif\n}\n    uniform vec4 tilingOffset;\n#if CC_USE_FOG != 4\n  float LinearFog(vec4 pos, vec3 cameraPos, float fogStart, float fogEnd) {\n      vec4 wPos = pos;\n      float cam_dis = distance(cameraPos, wPos.xyz);\n      return clamp((fogEnd - cam_dis) / (fogEnd - fogStart), 0., 1.);\n  }\n  float ExpFog(vec4 pos, vec3 cameraPos, float fogStart, float fogDensity, float fogAtten) {\n      vec4 wPos = pos;\n      float cam_dis = max(distance(cameraPos, wPos.xyz) - fogStart, 0.0) / fogAtten * 4.;\n      float f = exp(-cam_dis * fogDensity);\n      return f;\n  }\n  float ExpSquaredFog(vec4 pos, vec3 cameraPos, float fogStart, float fogDensity, float fogAtten) {\n      vec4 wPos = pos;\n      float cam_dis = max(distance(cameraPos, wPos.xyz) - fogStart, 0.0) / fogAtten * 4.;\n      float f = exp(-cam_dis * cam_dis * fogDensity * fogDensity);\n      return f;\n  }\n  float LayeredFog(vec4 pos, vec3 cameraPos, float fogTop, float fogRange, float fogAtten) {\n      vec4 wPos = pos;\n      vec3 camWorldProj = cameraPos.xyz;\n      camWorldProj.y = 0.;\n      vec3 worldPosProj = wPos.xyz;\n      worldPosProj.y = 0.;\n      float fDeltaD = distance(worldPosProj, camWorldProj) / fogAtten * 2.0;\n      float fDeltaY, fDensityIntegral;\n      if (cameraPos.y > fogTop) {\n          if (wPos.y < fogTop) {\n              fDeltaY = (fogTop - wPos.y) / fogRange * 2.0;\n              fDensityIntegral = fDeltaY * fDeltaY * 0.5;\n          }\n          else {\n              fDeltaY = 0.;\n              fDensityIntegral = 0.;\n          }\n      }\n      else {\n          if (wPos.y < fogTop) {\n              float fDeltaA = (fogTop - cameraPos.y) / fogRange * 2.;\n              float fDeltaB = (fogTop - wPos.y) / fogRange * 2.;\n              fDeltaY = abs(fDeltaA - fDeltaB);\n              fDensityIntegral = abs((fDeltaA * fDeltaA * 0.5) - (fDeltaB * fDeltaB * 0.5));\n          }\n          else {\n              fDeltaY = abs(fogTop - cameraPos.y) / fogRange * 2.;\n              fDensityIntegral = abs(fDeltaY * fDeltaY * 0.5);\n          }\n      }\n      float fDensity;\n      if (fDeltaY != 0.) {\n          fDensity = (sqrt(1.0 + ((fDeltaD / fDeltaY) * (fDeltaD / fDeltaY)))) * fDensityIntegral;\n      }\n      else {\n          fDensity = 0.;\n      }\n      float f = exp(-fDensity);\n      return f;\n  }\n#endif\nvoid CC_TRANSFER_FOG_BASE(vec4 pos, out float factor)\n{\n#if CC_USE_FOG == 0\n\tfactor = LinearFog(pos, cc_cameraPos.xyz, cc_fogBase.x, cc_fogBase.y);\n#elif CC_USE_FOG == 1\n\tfactor = ExpFog(pos, cc_cameraPos.xyz, cc_fogBase.x, cc_fogBase.z, cc_fogAdd.z);\n#elif CC_USE_FOG == 2\n\tfactor = ExpSquaredFog(pos, cc_cameraPos.xyz, cc_fogBase.x, cc_fogBase.z, cc_fogAdd.z);\n#elif CC_USE_FOG == 3\n\tfactor = LayeredFog(pos, cc_cameraPos.xyz, cc_fogAdd.x, cc_fogAdd.y, cc_fogAdd.z);\n#else\n\tfactor = 1.0;\n#endif\n}\n#if !CC_USE_ACCURATE_FOG\nvarying mediump float v_fog_factor;\n#endif\nvoid CC_TRANSFER_FOG(vec4 pos) {\n#if !CC_USE_ACCURATE_FOG\n    CC_TRANSFER_FOG_BASE(pos, v_fog_factor);\n#endif\n}\nvarying highp vec4 v_shadowPos;\nuniform highp mat4 cc_matLightViewProj;\n  uniform mediump vec4 cc_shadowWHPBInfo;\n  uniform mediump vec4 cc_shadowLPNNInfo;\n#if CC_SUPPORT_CASCADED_SHADOW_MAP\n  #endif\n#if CC_RECEIVE_SHADOW\n  uniform highp sampler2D cc_shadowMap;\n  uniform highp sampler2D cc_spotShadowMap;\n  #if CC_SUPPORT_CASCADED_SHADOW_MAP\n  #else\n  #endif\n#endif\n#if CC_RECEIVE_SHADOW\nvec2 CCGetShadowBias()\n{\n  #if USE_INSTANCING\n    return vec2(a_localShadowBias.x + cc_shadowWHPBInfo.w, a_localShadowBias.y + cc_shadowLPNNInfo.z);\n  #else\n    return vec2(cc_localShadowBias.x + cc_shadowWHPBInfo.w, cc_localShadowBias.y + cc_shadowLPNNInfo.z);\n  #endif\n}\n#endif\n#if USE_VERTEX_COLOR\n  attribute vec4 a_color;\n  varying vec4 v_color;\n#endif\nvarying vec3 v_position;\nvarying vec3 v_normal;\nvarying vec2 v_uv;\nvarying vec2 v_uv1;\n#if CC_RECEIVE_SHADOW\n  varying vec2 v_shadowBias;\n#endif\n#if USE_NORMAL_MAP\n  varying vec3 v_tangent;\n  varying vec3 v_bitangent;\n#endif\n#if HAS_SECOND_UV || CC_USE_LIGHTMAP\n  attribute vec2 a_texCoord1;\n#endif\n#if CC_USE_LIGHTMAP && !CC_FORWARD_ADD\n  varying vec3 v_luv;\n  void CCLightingMapCaclUV()\n  {\n  #if !USE_INSTANCING\n    v_luv.xy = cc_lightingMapUVParam.xy + a_texCoord1 * cc_lightingMapUVParam.z;\n    v_luv.z = cc_lightingMapUVParam.w;\n  #else\n    v_luv.xy = a_lightingMapUVParam.xy + a_texCoord1 * a_lightingMapUVParam.z;\n    v_luv.z = a_lightingMapUVParam.w;\n  #endif\n  }\n#endif\nvoid main () {\n  StandardVertInput In;\n  CCVertInput(In);\n  mat4 matWorld, matWorldIT;\n  CCGetWorldMatrixFull(matWorld, matWorldIT);\n  vec4 pos = matWorld * In.position;\n  v_position = pos.xyz;\n  v_normal = normalize((matWorldIT * vec4(In.normal, 0.0)).xyz);\n  #if CC_RECEIVE_SHADOW\n    v_shadowBias = CCGetShadowBias();\n  #endif\n  #if USE_TWOSIDE\n    vec3 viewDirect = normalize(cc_cameraPos.xyz - v_position);\n    v_normal *= dot(v_normal, viewDirect) < 0.0 ? -1.0 : 1.0;\n  #endif\n  #if USE_NORMAL_MAP\n    v_tangent = normalize((matWorld * vec4(In.tangent.xyz, 0.0)).xyz);\n    v_bitangent = cross(v_normal, v_tangent) * (In.tangent.w > 0.0 ? 1.0 : -1.0);\n  #endif\n  v_uv = a_texCoord * tilingOffset.xy + tilingOffset.zw;\n  #if SAMPLE_FROM_RT\n    v_uv = cc_cameraPos.w > 1.0 ? vec2(v_uv.x, 1.0 - v_uv.y) : v_uv;\n  #endif\n  #if HAS_SECOND_UV\n    v_uv1 = a_texCoord1 * tilingOffset.xy + tilingOffset.zw;\n    #if SAMPLE_FROM_RT\n      v_uv1 = cc_cameraPos.w > 1.0 ? vec2(v_uv1.x, 1.0 - v_uv1.y) : v_uv1;\n    #endif\n  #endif\n  #if USE_VERTEX_COLOR\n    v_color = a_color;\n  #endif\n  CC_TRANSFER_FOG(pos);\n  v_shadowPos = cc_matLightViewProj * pos;\n  #if CC_USE_LIGHTMAP && !CC_FORWARD_ADD\n    CCLightingMapCaclUV();\n  #endif\n  gl_Position = cc_matProj * (cc_matView * matWorld) * In.position;\n}",
        "frag": "\n#ifdef GL_EXT_draw_buffers\n#extension GL_EXT_draw_buffers: enable\n#endif\n#ifdef GL_OES_standard_derivatives\n#extension GL_OES_standard_derivatives: enable\n#endif\n#ifdef GL_EXT_shader_texture_lod\n#extension GL_EXT_shader_texture_lod: enable\n#endif\nprecision highp float;\nuniform mediump vec4 cc_debug_view_mode;\n  uniform mediump vec4 cc_debug_view_composite_pack_1;\n  uniform mediump vec4 cc_debug_view_composite_pack_2;\n  uniform mediump vec4 cc_debug_view_composite_pack_3;\nuniform highp mat4 cc_matView;\n  uniform highp vec4 cc_cameraPos;\n  uniform mediump vec4 cc_surfaceTransform;\n  uniform mediump vec4 cc_exposure;\n  uniform mediump vec4 cc_mainLitDir;\n  uniform mediump vec4 cc_mainLitColor;\n  uniform mediump vec4 cc_ambientSky;\n  uniform mediump vec4 cc_ambientGround;\n  uniform mediump vec4 cc_fogColor;\n  uniform mediump vec4 cc_fogBase;\n  uniform mediump vec4 cc_fogAdd;\n  uniform mediump vec4 cc_nearFar;\n  uniform mediump vec4 cc_viewPort;\n     uniform vec4 albedo;\n     uniform vec4 albedoScaleAndCutoff;\n     uniform vec4 emissive;\n     uniform float emissiveScale;\n     uniform float occlusion;\n     uniform float roughness;\n     uniform float metallic;\n     uniform float normalStrength;\n     uniform float alphaSource;\n     uniform float albedoScale;\n#if CC_USE_FOG != 4\n  float LinearFog(vec4 pos, vec3 cameraPos, float fogStart, float fogEnd) {\n      vec4 wPos = pos;\n      float cam_dis = distance(cameraPos, wPos.xyz);\n      return clamp((fogEnd - cam_dis) / (fogEnd - fogStart), 0., 1.);\n  }\n  float ExpFog(vec4 pos, vec3 cameraPos, float fogStart, float fogDensity, float fogAtten) {\n      vec4 wPos = pos;\n      float cam_dis = max(distance(cameraPos, wPos.xyz) - fogStart, 0.0) / fogAtten * 4.;\n      float f = exp(-cam_dis * fogDensity);\n      return f;\n  }\n  float ExpSquaredFog(vec4 pos, vec3 cameraPos, float fogStart, float fogDensity, float fogAtten) {\n      vec4 wPos = pos;\n      float cam_dis = max(distance(cameraPos, wPos.xyz) - fogStart, 0.0) / fogAtten * 4.;\n      float f = exp(-cam_dis * cam_dis * fogDensity * fogDensity);\n      return f;\n  }\n  float LayeredFog(vec4 pos, vec3 cameraPos, float fogTop, float fogRange, float fogAtten) {\n      vec4 wPos = pos;\n      vec3 camWorldProj = cameraPos.xyz;\n      camWorldProj.y = 0.;\n      vec3 worldPosProj = wPos.xyz;\n      worldPosProj.y = 0.;\n      float fDeltaD = distance(worldPosProj, camWorldProj) / fogAtten * 2.0;\n      float fDeltaY, fDensityIntegral;\n      if (cameraPos.y > fogTop) {\n          if (wPos.y < fogTop) {\n              fDeltaY = (fogTop - wPos.y) / fogRange * 2.0;\n              fDensityIntegral = fDeltaY * fDeltaY * 0.5;\n          }\n          else {\n              fDeltaY = 0.;\n              fDensityIntegral = 0.;\n          }\n      }\n      else {\n          if (wPos.y < fogTop) {\n              float fDeltaA = (fogTop - cameraPos.y) / fogRange * 2.;\n              float fDeltaB = (fogTop - wPos.y) / fogRange * 2.;\n              fDeltaY = abs(fDeltaA - fDeltaB);\n              fDensityIntegral = abs((fDeltaA * fDeltaA * 0.5) - (fDeltaB * fDeltaB * 0.5));\n          }\n          else {\n              fDeltaY = abs(fogTop - cameraPos.y) / fogRange * 2.;\n              fDensityIntegral = abs(fDeltaY * fDeltaY * 0.5);\n          }\n      }\n      float fDensity;\n      if (fDeltaY != 0.) {\n          fDensity = (sqrt(1.0 + ((fDeltaD / fDeltaY) * (fDeltaD / fDeltaY)))) * fDensityIntegral;\n      }\n      else {\n          fDensity = 0.;\n      }\n      float f = exp(-fDensity);\n      return f;\n  }\n#endif\nvoid CC_TRANSFER_FOG_BASE(vec4 pos, out float factor)\n{\n#if CC_USE_FOG == 0\n\tfactor = LinearFog(pos, cc_cameraPos.xyz, cc_fogBase.x, cc_fogBase.y);\n#elif CC_USE_FOG == 1\n\tfactor = ExpFog(pos, cc_cameraPos.xyz, cc_fogBase.x, cc_fogBase.z, cc_fogAdd.z);\n#elif CC_USE_FOG == 2\n\tfactor = ExpSquaredFog(pos, cc_cameraPos.xyz, cc_fogBase.x, cc_fogBase.z, cc_fogAdd.z);\n#elif CC_USE_FOG == 3\n\tfactor = LayeredFog(pos, cc_cameraPos.xyz, cc_fogAdd.x, cc_fogAdd.y, cc_fogAdd.z);\n#else\n\tfactor = 1.0;\n#endif\n}\nvoid CC_APPLY_FOG_BASE(inout vec4 color, float factor) {\n\tcolor = vec4(mix(cc_fogColor.rgb, color.rgb, factor), color.a);\n}\n#if !CC_USE_ACCURATE_FOG\nvarying mediump float v_fog_factor;\n#endif\nvoid CC_APPLY_FOG(inout vec4 color) {\n#if !CC_USE_ACCURATE_FOG\n    CC_APPLY_FOG_BASE(color, v_fog_factor);\n#endif\n}\nvoid CC_APPLY_FOG(inout vec4 color, vec3 worldPos) {\n#if CC_USE_ACCURATE_FOG\n    float factor;\n    CC_TRANSFER_FOG_BASE(vec4(worldPos, 1.0), factor);\n#else\n    float factor = v_fog_factor;\n#endif\n    CC_APPLY_FOG_BASE(color, factor);\n}\n#define QUATER_PI         0.78539816340\n#define HALF_PI           1.57079632679\n#define PI                3.14159265359\n#define PI2               6.28318530718\n#define PI4               12.5663706144\n#define INV_QUATER_PI     1.27323954474\n#define INV_HALF_PI       0.63661977237\n#define INV_PI            0.31830988618\n#define INV_PI2           0.15915494309\n#define INV_PI4           0.07957747155\n#define EPSILON           1e-6\n#define EPSILON_LOWP      1e-4\n#define LOG2              1.442695\n#define EXP_VALUE         2.71828183f\n#define FP_MAX            65504.0\n#define FP_SCALE          0.0009765625\n#define FP_SCALE_INV      1024.0\n#define GRAY_VECTOR       vec3(0.299, 0.587, 0.114)\n#define CC_LIGHTMAP_DISABLED 0\n#define CC_LIGHTMAP_ALL_IN_ONE 1\n#define CC_LIGHTMAP_CC_LIGHTMAP_INDIRECT_OCCLUSION 2\n#define CC_SURFACES_DEBUG_VIEW_VERTEX_COLOR 1\n#define CC_SURFACES_DEBUG_VIEW_VERTEX_NORMAL CC_SURFACES_DEBUG_VIEW_VERTEX_COLOR + 1\n#define CC_SURFACES_DEBUG_VIEW_VERTEX_TANGENT CC_SURFACES_DEBUG_VIEW_VERTEX_NORMAL + 1\n#define CC_SURFACES_DEBUG_VIEW_WORLD_POS CC_SURFACES_DEBUG_VIEW_VERTEX_TANGENT + 1\n#define CC_SURFACES_DEBUG_VIEW_VERTEX_MIRROR CC_SURFACES_DEBUG_VIEW_WORLD_POS + 1\n#define CC_SURFACES_DEBUG_VIEW_FACE_SIDE CC_SURFACES_DEBUG_VIEW_VERTEX_MIRROR + 1\n#define CC_SURFACES_DEBUG_VIEW_UV0 CC_SURFACES_DEBUG_VIEW_FACE_SIDE + 1\n#define CC_SURFACES_DEBUG_VIEW_UV1 CC_SURFACES_DEBUG_VIEW_UV0 + 1\n#define CC_SURFACES_DEBUG_VIEW_UVLIGHTMAP CC_SURFACES_DEBUG_VIEW_UV1 + 1\n#define CC_SURFACES_DEBUG_VIEW_PROJ_DEPTH CC_SURFACES_DEBUG_VIEW_UVLIGHTMAP + 1\n#define CC_SURFACES_DEBUG_VIEW_LINEAR_DEPTH CC_SURFACES_DEBUG_VIEW_PROJ_DEPTH + 1\n#define CC_SURFACES_DEBUG_VIEW_FRAGMENT_NORMAL CC_SURFACES_DEBUG_VIEW_LINEAR_DEPTH + 1\n#define CC_SURFACES_DEBUG_VIEW_FRAGMENT_TANGENT CC_SURFACES_DEBUG_VIEW_FRAGMENT_NORMAL + 1\n#define CC_SURFACES_DEBUG_VIEW_FRAGMENT_BINORMAL CC_SURFACES_DEBUG_VIEW_FRAGMENT_TANGENT + 1\n#define CC_SURFACES_DEBUG_VIEW_BASE_COLOR CC_SURFACES_DEBUG_VIEW_FRAGMENT_BINORMAL + 1\n#define CC_SURFACES_DEBUG_VIEW_DIFFUSE_COLOR CC_SURFACES_DEBUG_VIEW_BASE_COLOR + 1\n#define CC_SURFACES_DEBUG_VIEW_SPECULAR_COLOR CC_SURFACES_DEBUG_VIEW_DIFFUSE_COLOR + 1\n#define CC_SURFACES_DEBUG_VIEW_TRANSPARENCY CC_SURFACES_DEBUG_VIEW_SPECULAR_COLOR + 1\n#define CC_SURFACES_DEBUG_VIEW_METALLIC CC_SURFACES_DEBUG_VIEW_TRANSPARENCY + 1\n#define CC_SURFACES_DEBUG_VIEW_ROUGHNESS CC_SURFACES_DEBUG_VIEW_METALLIC + 1\n#define CC_SURFACES_DEBUG_VIEW_SPECULAR_INTENSITY CC_SURFACES_DEBUG_VIEW_ROUGHNESS + 1\n#define CC_SURFACES_DEBUG_VIEW_DIRECT_DIFFUSE CC_SURFACES_DEBUG_VIEW_SPECULAR_INTENSITY + 1\n#define CC_SURFACES_DEBUG_VIEW_DIRECT_SPECULAR CC_SURFACES_DEBUG_VIEW_DIRECT_DIFFUSE + 1\n#define CC_SURFACES_DEBUG_VIEW_DIRECT_ALL CC_SURFACES_DEBUG_VIEW_DIRECT_SPECULAR + 1\n#define CC_SURFACES_DEBUG_VIEW_ENV_DIFFUSE CC_SURFACES_DEBUG_VIEW_DIRECT_ALL + 1\n#define CC_SURFACES_DEBUG_VIEW_ENV_SPECULAR CC_SURFACES_DEBUG_VIEW_ENV_DIFFUSE + 1\n#define CC_SURFACES_DEBUG_VIEW_ENV_ALL CC_SURFACES_DEBUG_VIEW_ENV_SPECULAR + 1\n#define CC_SURFACES_DEBUG_VIEW_EMISSIVE CC_SURFACES_DEBUG_VIEW_ENV_ALL + 1\n#define CC_SURFACES_DEBUG_VIEW_LIGHT_MAP CC_SURFACES_DEBUG_VIEW_EMISSIVE + 1\n#define CC_SURFACES_DEBUG_VIEW_SHADOW CC_SURFACES_DEBUG_VIEW_LIGHT_MAP + 1\n#define CC_SURFACES_DEBUG_VIEW_AO CC_SURFACES_DEBUG_VIEW_SHADOW + 1\n#define CC_SURFACES_DEBUG_VIEW_FOG CC_SURFACES_DEBUG_VIEW_AO + 1\n#define CC_SURFACES_DEBUG_VIEW_SINGLE 1\n#define CC_SURFACES_DEBUG_VIEW_COMPOSITE_AND_MISC 2\n#define IS_DEBUG_VIEW_LIGHTING_ENABLE_WITH_ALBEDO (cc_debug_view_mode.y > 0.0)\n#define IS_DEBUG_VIEW_MISC_ENABLE_CSM_LAYER_COLORATION (cc_debug_view_mode.z > 0.0)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_DIRECT_DIFFUSE (cc_debug_view_composite_pack_1.x > 0.0)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_DIRECT_SPECULAR (cc_debug_view_composite_pack_1.y > 0.0)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_ENV_DIFFUSE (cc_debug_view_composite_pack_1.z > 0.0)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_ENV_SPECULAR (cc_debug_view_composite_pack_1.w > 0.0)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_EMISSIVE (cc_debug_view_composite_pack_2.x > 0.0)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_LIGHT_MAP (cc_debug_view_composite_pack_2.y > 0.0)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_SHADOW (cc_debug_view_composite_pack_2.z > 0.0)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_AO (cc_debug_view_composite_pack_2.w > 0.0)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_NORMAL_MAP (cc_debug_view_composite_pack_3.x > 0.0)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_FOG (cc_debug_view_composite_pack_3.y > 0.0)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_TONE_MAPPING (cc_debug_view_composite_pack_3.z > 0.0)\n#define IS_DEBUG_VIEW_COMPOSITE_ENABLE_GAMMA_CORRECTION (cc_debug_view_composite_pack_3.w > 0.0)\nvec3 SRGBToLinear (vec3 gamma) {\n#ifdef CC_USE_SURFACE_SHADER\n  #if CC_USE_DEBUG_VIEW == CC_SURFACES_DEBUG_VIEW_COMPOSITE_AND_MISC\n    if (!IS_DEBUG_VIEW_COMPOSITE_ENABLE_GAMMA_CORRECTION) {\n      return gamma;\n    }\n  #endif\n#endif\n  return gamma * gamma;\n}\nvec3 LinearToSRGB(vec3 linear) {\n#ifdef CC_USE_SURFACE_SHADER\n  #if CC_USE_DEBUG_VIEW == CC_SURFACES_DEBUG_VIEW_COMPOSITE_AND_MISC\n    if (!IS_DEBUG_VIEW_COMPOSITE_ENABLE_GAMMA_CORRECTION) {\n      return linear;\n    }\n  #endif\n#endif\n  return sqrt(linear);\n}\nuniform highp mat4 cc_matLightView;\n  uniform highp mat4 cc_matLightViewProj;\n  uniform highp vec4 cc_shadowInvProjDepthInfo;\n  uniform highp vec4 cc_shadowProjDepthInfo;\n  uniform highp vec4 cc_shadowProjInfo;\n  uniform mediump vec4 cc_shadowNFLSInfo;\n  uniform mediump vec4 cc_shadowWHPBInfo;\n  uniform mediump vec4 cc_shadowLPNNInfo;\n#if CC_SUPPORT_CASCADED_SHADOW_MAP\n  uniform highp vec4 cc_csmViewDir0[4];\n  uniform highp vec4 cc_csmViewDir1[4];\n  uniform highp vec4 cc_csmViewDir2[4];\n  uniform highp vec4 cc_csmAtlas[4];\n  uniform highp mat4 cc_matCSMViewProj[4];\n  uniform highp vec4 cc_csmProjDepthInfo[4];\n  uniform highp vec4 cc_csmProjInfo[4];\n#endif\nfloat GetLinearDepthFromViewSpace(vec3 viewPos, float near, float far) {\n  float dist = length(viewPos);\n  return (dist - near) / (far - near);\n}\nvec3 RotationVecFromAxisY(vec3 v, float cosTheta, float sinTheta)\n{\n    vec3 result;\n    result.x = dot(v, vec3(cosTheta, 0.0, -sinTheta));\n    result.y = v.y;\n    result.z = dot(v, vec3(sinTheta, 0.0,  cosTheta));\n    return result;\n}\nfloat CCGetLinearDepth(vec3 worldPos, float viewSpaceBias) {\n\tvec4 viewPos = cc_matLightView * vec4(worldPos.xyz, 1.0);\n  viewPos.z += viewSpaceBias;\n\treturn GetLinearDepthFromViewSpace(viewPos.xyz, cc_shadowNFLSInfo.x, cc_shadowNFLSInfo.y);\n}\nfloat CCGetLinearDepth(vec3 worldPos) {\n\treturn CCGetLinearDepth(worldPos, 0.0);\n}\n#if CC_RECEIVE_SHADOW\n  uniform highp sampler2D cc_shadowMap;\n  uniform highp sampler2D cc_spotShadowMap;\n    highp float unpackHighpData (float mainPart, float modPart) {\n      highp float data = mainPart;\n      return data + modPart;\n    }\n    void packHighpData (out float mainPart, out float modPart, highp float data) {\n      mainPart = fract(data);\n      modPart = data - mainPart;\n    }\n    highp float unpackHighpData (float mainPart, float modPart, const float modValue) {\n      highp float data = mainPart * modValue;\n      return data + modPart * modValue;\n    }\n    void packHighpData (out float mainPart, out float modPart, highp float data, const float modValue) {\n      highp float divide = data / modValue;\n      mainPart = floor(divide);\n      modPart = (data - mainPart * modValue) / modValue;\n    }\n    highp vec2 unpackHighpData (vec2 mainPart, vec2 modPart) {\n      highp vec2 data = mainPart;\n      return data + modPart;\n    }\n    void packHighpData (out vec2 mainPart, out vec2 modPart, highp vec2 data) {\n      mainPart = fract(data);\n      modPart = data - mainPart;\n    }\n    highp vec2 unpackHighpData (vec2 mainPart, vec2 modPart, const float modValue) {\n      highp vec2 data = mainPart * modValue;\n      return data + modPart * modValue;\n    }\n    void packHighpData (out vec2 mainPart, out vec2 modPart, highp vec2 data, const float modValue) {\n      highp vec2 divide = data / modValue;\n      mainPart = floor(divide);\n      modPart = (data - mainPart * modValue) / modValue;\n    }\n    highp vec3 unpackHighpData (vec3 mainPart, vec3 modPart) {\n      highp vec3 data = mainPart;\n      return data + modPart;\n    }\n    void packHighpData (out vec3 mainPart, out vec3 modPart, highp vec3 data) {\n      mainPart = fract(data);\n      modPart = data - mainPart;\n    }\n    highp vec3 unpackHighpData (vec3 mainPart, vec3 modPart, const float modValue) {\n      highp vec3 data = mainPart * modValue;\n      return data + modPart * modValue;\n    }\n    void packHighpData (out vec3 mainPart, out vec3 modPart, highp vec3 data, const float modValue) {\n      highp vec3 divide = data / modValue;\n      mainPart = floor(divide);\n      modPart = (data - mainPart * modValue) / modValue;\n    }\n    highp vec4 unpackHighpData (vec4 mainPart, vec4 modPart) {\n      highp vec4 data = mainPart;\n      return data + modPart;\n    }\n    void packHighpData (out vec4 mainPart, out vec4 modPart, highp vec4 data) {\n      mainPart = fract(data);\n      modPart = data - mainPart;\n    }\n    highp vec4 unpackHighpData (vec4 mainPart, vec4 modPart, const float modValue) {\n      highp vec4 data = mainPart * modValue;\n      return data + modPart * modValue;\n    }\n    void packHighpData (out vec4 mainPart, out vec4 modPart, highp vec4 data, const float modValue) {\n      highp vec4 divide = data / modValue;\n      mainPart = floor(divide);\n      modPart = (data - mainPart * modValue) / modValue;\n    }\n  float NativePCFShadowFactorHard (vec3 shadowNDCPos, sampler2D shadowMap, vec2 shadowMapResolution)\n  {\n    #if CC_SHADOWMAP_FORMAT == 1\n      return step(shadowNDCPos.z, dot(texture2D(shadowMap, shadowNDCPos.xy), vec4(1.0, 1.0 / 255.0, 1.0 / 65025.0, 1.0 / 16581375.0)));\n    #else\n      return step(shadowNDCPos.z, texture2D(shadowMap, shadowNDCPos.xy).x);\n    #endif\n  }\n  float NativePCFShadowFactorSoft (vec3 shadowNDCPos, sampler2D shadowMap, vec2 shadowMapResolution)\n  {\n    vec2 oneTap = 1.0 / shadowMapResolution;\n    vec2 shadowNDCPos_offset = shadowNDCPos.xy + oneTap;\n    float block0, block1, block2, block3;\n    #if CC_SHADOWMAP_FORMAT == 1\n      block0 = step(shadowNDCPos.z, dot(texture2D(shadowMap, vec2(shadowNDCPos.x, shadowNDCPos.y)), vec4(1.0, 1.0 / 255.0, 1.0 / 65025.0, 1.0 / 16581375.0)));\n      block1 = step(shadowNDCPos.z, dot(texture2D(shadowMap, vec2(shadowNDCPos_offset.x, shadowNDCPos.y)), vec4(1.0, 1.0 / 255.0, 1.0 / 65025.0, 1.0 / 16581375.0)));\n      block2 = step(shadowNDCPos.z, dot(texture2D(shadowMap, vec2(shadowNDCPos.x, shadowNDCPos_offset.y)), vec4(1.0, 1.0 / 255.0, 1.0 / 65025.0, 1.0 / 16581375.0)));\n      block3 = step(shadowNDCPos.z, dot(texture2D(shadowMap, vec2(shadowNDCPos_offset.x, shadowNDCPos_offset.y)), vec4(1.0, 1.0 / 255.0, 1.0 / 65025.0, 1.0 / 16581375.0)));\n    #else\n      block0 = step(shadowNDCPos.z, texture2D(shadowMap, vec2(shadowNDCPos.x, shadowNDCPos.y)).x);\n      block1 = step(shadowNDCPos.z, texture2D(shadowMap, vec2(shadowNDCPos_offset.x, shadowNDCPos.y)).x);\n      block2 = step(shadowNDCPos.z, texture2D(shadowMap, vec2(shadowNDCPos.x, shadowNDCPos_offset.y)).x);\n      block3 = step(shadowNDCPos.z, texture2D(shadowMap, vec2(shadowNDCPos_offset.x, shadowNDCPos_offset.y)).x);\n    #endif\n    float coefX   = mod(shadowNDCPos.x, oneTap.x) * shadowMapResolution.x;\n    float resultX = mix(block0, block1, coefX);\n    float resultY = mix(block2, block3, coefX);\n    float coefY   = mod(shadowNDCPos.y, oneTap.y) * shadowMapResolution.y;\n    return mix(resultX, resultY, coefY);\n  }\n  float NativePCFShadowFactorSoft3X (vec3 shadowNDCPos, sampler2D shadowMap, vec2 shadowMapResolution)\n  {\n    vec2 oneTap = 1.0 / shadowMapResolution;\n    float shadowNDCPos_offset_L = shadowNDCPos.x - oneTap.x;\n    float shadowNDCPos_offset_R = shadowNDCPos.x + oneTap.x;\n    float shadowNDCPos_offset_U = shadowNDCPos.y - oneTap.y;\n    float shadowNDCPos_offset_D = shadowNDCPos.y + oneTap.y;\n    float block0, block1, block2, block3, block4, block5, block6, block7, block8;\n    #if CC_SHADOWMAP_FORMAT == 1\n      block0 = step(shadowNDCPos.z, dot(texture2D(shadowMap, vec2(shadowNDCPos_offset_L, shadowNDCPos_offset_U)), vec4(1.0, 1.0 / 255.0, 1.0 / 65025.0, 1.0 / 16581375.0)));\n      block1 = step(shadowNDCPos.z, dot(texture2D(shadowMap, vec2(shadowNDCPos.x, shadowNDCPos_offset_U)), vec4(1.0, 1.0 / 255.0, 1.0 / 65025.0, 1.0 / 16581375.0)));\n      block2 = step(shadowNDCPos.z, dot(texture2D(shadowMap, vec2(shadowNDCPos_offset_R, shadowNDCPos_offset_U)), vec4(1.0, 1.0 / 255.0, 1.0 / 65025.0, 1.0 / 16581375.0)));\n      block3 = step(shadowNDCPos.z, dot(texture2D(shadowMap, vec2(shadowNDCPos_offset_L, shadowNDCPos.y)), vec4(1.0, 1.0 / 255.0, 1.0 / 65025.0, 1.0 / 16581375.0)));\n      block4 = step(shadowNDCPos.z, dot(texture2D(shadowMap, vec2(shadowNDCPos.x, shadowNDCPos.y)), vec4(1.0, 1.0 / 255.0, 1.0 / 65025.0, 1.0 / 16581375.0)));\n      block5 = step(shadowNDCPos.z, dot(texture2D(shadowMap, vec2(shadowNDCPos_offset_R, shadowNDCPos.y)), vec4(1.0, 1.0 / 255.0, 1.0 / 65025.0, 1.0 / 16581375.0)));\n      block6 = step(shadowNDCPos.z, dot(texture2D(shadowMap, vec2(shadowNDCPos_offset_L, shadowNDCPos_offset_D)), vec4(1.0, 1.0 / 255.0, 1.0 / 65025.0, 1.0 / 16581375.0)));\n      block7 = step(shadowNDCPos.z, dot(texture2D(shadowMap, vec2(shadowNDCPos.x, shadowNDCPos_offset_D)), vec4(1.0, 1.0 / 255.0, 1.0 / 65025.0, 1.0 / 16581375.0)));\n      block8 = step(shadowNDCPos.z, dot(texture2D(shadowMap, vec2(shadowNDCPos_offset_R, shadowNDCPos_offset_D)), vec4(1.0, 1.0 / 255.0, 1.0 / 65025.0, 1.0 / 16581375.0)));\n    #else\n      block0 = step(shadowNDCPos.z, texture2D(shadowMap, vec2(shadowNDCPos_offset_L, shadowNDCPos_offset_U)).x);\n      block1 = step(shadowNDCPos.z, texture2D(shadowMap, vec2(shadowNDCPos.x, shadowNDCPos_offset_U)).x);\n      block2 = step(shadowNDCPos.z, texture2D(shadowMap, vec2(shadowNDCPos_offset_R, shadowNDCPos_offset_U)).x);\n      block3 = step(shadowNDCPos.z, texture2D(shadowMap, vec2(shadowNDCPos_offset_L, shadowNDCPos.y)).x);\n      block4 = step(shadowNDCPos.z, texture2D(shadowMap, vec2(shadowNDCPos.x, shadowNDCPos.y)).x);\n      block5 = step(shadowNDCPos.z, texture2D(shadowMap, vec2(shadowNDCPos_offset_R, shadowNDCPos.y)).x);\n      block6 = step(shadowNDCPos.z, texture2D(shadowMap, vec2(shadowNDCPos_offset_L, shadowNDCPos_offset_D)).x);\n      block7 = step(shadowNDCPos.z, texture2D(shadowMap, vec2(shadowNDCPos.x, shadowNDCPos_offset_D)).x);\n      block8 = step(shadowNDCPos.z, texture2D(shadowMap, vec2(shadowNDCPos_offset_R, shadowNDCPos_offset_D)).x);\n    #endif\n    float coefX = mod(shadowNDCPos.x, oneTap.x) * shadowMapResolution.x;\n    float coefY = mod(shadowNDCPos.y, oneTap.y) * shadowMapResolution.y;\n    float shadow = 0.0;\n    float resultX = mix(block0, block1, coefX);\n    float resultY = mix(block3, block4, coefX);\n    shadow += mix(resultX , resultY, coefY);\n    resultX = mix(block1, block2, coefX);\n    resultY = mix(block4, block5, coefX);\n    shadow += mix(resultX , resultY, coefY);\n    resultX = mix(block3, block4, coefX);\n    resultY = mix(block6, block7, coefX);\n    shadow += mix(resultX, resultY, coefY);\n    resultX = mix(block4, block5, coefX);\n    resultY = mix(block7, block8, coefX);\n    shadow += mix(resultX, resultY, coefY);\n    return shadow * 0.25;\n  }\n  float NativePCFShadowFactorSoft5X (vec3 shadowNDCPos, sampler2D shadowMap, vec2 shadowMapResolution)\n  {\n    vec2 oneTap = 1.0 / shadowMapResolution;\n    vec2 twoTap = oneTap * 2.0;\n    vec2 offset1 = shadowNDCPos.xy + vec2(-twoTap.x, -twoTap.y);\n    vec2 offset2 = shadowNDCPos.xy + vec2(-oneTap.x, -twoTap.y);\n    vec2 offset3 = shadowNDCPos.xy + vec2(0.0, -twoTap.y);\n    vec2 offset4 = shadowNDCPos.xy + vec2(oneTap.x, -twoTap.y);\n    vec2 offset5 = shadowNDCPos.xy + vec2(twoTap.x, -twoTap.y);\n    vec2 offset6 = shadowNDCPos.xy + vec2(-twoTap.x, -oneTap.y);\n    vec2 offset7 = shadowNDCPos.xy + vec2(-oneTap.x, -oneTap.y);\n    vec2 offset8 = shadowNDCPos.xy + vec2(0.0, -oneTap.y);\n    vec2 offset9 = shadowNDCPos.xy + vec2(oneTap.x, -oneTap.y);\n    vec2 offset10 = shadowNDCPos.xy + vec2(twoTap.x, -oneTap.y);\n    vec2 offset11 = shadowNDCPos.xy + vec2(-twoTap.x, 0.0);\n    vec2 offset12 = shadowNDCPos.xy + vec2(-oneTap.x, 0.0);\n    vec2 offset13 = shadowNDCPos.xy + vec2(0.0, 0.0);\n    vec2 offset14 = shadowNDCPos.xy + vec2(oneTap.x, 0.0);\n    vec2 offset15 = shadowNDCPos.xy + vec2(twoTap.x, 0.0);\n    vec2 offset16 = shadowNDCPos.xy + vec2(-twoTap.x, oneTap.y);\n    vec2 offset17 = shadowNDCPos.xy + vec2(-oneTap.x, oneTap.y);\n    vec2 offset18 = shadowNDCPos.xy + vec2(0.0, oneTap.y);\n    vec2 offset19 = shadowNDCPos.xy + vec2(oneTap.x, oneTap.y);\n    vec2 offset20 = shadowNDCPos.xy + vec2(twoTap.x, oneTap.y);\n    vec2 offset21 = shadowNDCPos.xy + vec2(-twoTap.x, twoTap.y);\n    vec2 offset22 = shadowNDCPos.xy + vec2(-oneTap.x, twoTap.y);\n    vec2 offset23 = shadowNDCPos.xy + vec2(0.0, twoTap.y);\n    vec2 offset24 = shadowNDCPos.xy + vec2(oneTap.x, twoTap.y);\n    vec2 offset25 = shadowNDCPos.xy + vec2(twoTap.x, twoTap.y);\n    float block1, block2, block3, block4, block5, block6, block7, block8, block9, block10, block11, block12, block13, block14, block15, block16, block17, block18, block19, block20, block21, block22, block23, block24, block25;\n    #if CC_SHADOWMAP_FORMAT == 1\n      block1 = step(shadowNDCPos.z, dot(texture2D(shadowMap, offset1), vec4(1.0, 1.0 / 255.0, 1.0 / 65025.0, 1.0 / 16581375.0)));\n      block2 = step(shadowNDCPos.z, dot(texture2D(shadowMap, offset2), vec4(1.0, 1.0 / 255.0, 1.0 / 65025.0, 1.0 / 16581375.0)));\n      block3 = step(shadowNDCPos.z, dot(texture2D(shadowMap, offset3), vec4(1.0, 1.0 / 255.0, 1.0 / 65025.0, 1.0 / 16581375.0)));\n      block4 = step(shadowNDCPos.z, dot(texture2D(shadowMap, offset4), vec4(1.0, 1.0 / 255.0, 1.0 / 65025.0, 1.0 / 16581375.0)));\n      block5 = step(shadowNDCPos.z, dot(texture2D(shadowMap, offset5), vec4(1.0, 1.0 / 255.0, 1.0 / 65025.0, 1.0 / 16581375.0)));\n      block6 = step(shadowNDCPos.z, dot(texture2D(shadowMap, offset6), vec4(1.0, 1.0 / 255.0, 1.0 / 65025.0, 1.0 / 16581375.0)));\n      block7 = step(shadowNDCPos.z, dot(texture2D(shadowMap, offset7), vec4(1.0, 1.0 / 255.0, 1.0 / 65025.0, 1.0 / 16581375.0)));\n      block8 = step(shadowNDCPos.z, dot(texture2D(shadowMap, offset8), vec4(1.0, 1.0 / 255.0, 1.0 / 65025.0, 1.0 / 16581375.0)));\n      block9 = step(shadowNDCPos.z, dot(texture2D(shadowMap, offset9), vec4(1.0, 1.0 / 255.0, 1.0 / 65025.0, 1.0 / 16581375.0)));\n      block10 = step(shadowNDCPos.z, dot(texture2D(shadowMap, offset10), vec4(1.0, 1.0 / 255.0, 1.0 / 65025.0, 1.0 / 16581375.0)));\n      block11 = step(shadowNDCPos.z, dot(texture2D(shadowMap, offset11), vec4(1.0, 1.0 / 255.0, 1.0 / 65025.0, 1.0 / 16581375.0)));\n      block12 = step(shadowNDCPos.z, dot(texture2D(shadowMap, offset12), vec4(1.0, 1.0 / 255.0, 1.0 / 65025.0, 1.0 / 16581375.0)));\n      block13 = step(shadowNDCPos.z, dot(texture2D(shadowMap, offset13), vec4(1.0, 1.0 / 255.0, 1.0 / 65025.0, 1.0 / 16581375.0)));\n      block14 = step(shadowNDCPos.z, dot(texture2D(shadowMap, offset14), vec4(1.0, 1.0 / 255.0, 1.0 / 65025.0, 1.0 / 16581375.0)));\n      block15 = step(shadowNDCPos.z, dot(texture2D(shadowMap, offset15), vec4(1.0, 1.0 / 255.0, 1.0 / 65025.0, 1.0 / 16581375.0)));\n      block16 = step(shadowNDCPos.z, dot(texture2D(shadowMap, offset16), vec4(1.0, 1.0 / 255.0, 1.0 / 65025.0, 1.0 / 16581375.0)));\n      block17 = step(shadowNDCPos.z, dot(texture2D(shadowMap, offset17), vec4(1.0, 1.0 / 255.0, 1.0 / 65025.0, 1.0 / 16581375.0)));\n      block18 = step(shadowNDCPos.z, dot(texture2D(shadowMap, offset18), vec4(1.0, 1.0 / 255.0, 1.0 / 65025.0, 1.0 / 16581375.0)));\n      block19 = step(shadowNDCPos.z, dot(texture2D(shadowMap, offset19), vec4(1.0, 1.0 / 255.0, 1.0 / 65025.0, 1.0 / 16581375.0)));\n      block20 = step(shadowNDCPos.z, dot(texture2D(shadowMap, offset20), vec4(1.0, 1.0 / 255.0, 1.0 / 65025.0, 1.0 / 16581375.0)));\n      block21 = step(shadowNDCPos.z, dot(texture2D(shadowMap, offset21), vec4(1.0, 1.0 / 255.0, 1.0 / 65025.0, 1.0 / 16581375.0)));\n      block22 = step(shadowNDCPos.z, dot(texture2D(shadowMap, offset22), vec4(1.0, 1.0 / 255.0, 1.0 / 65025.0, 1.0 / 16581375.0)));\n      block23 = step(shadowNDCPos.z, dot(texture2D(shadowMap, offset23), vec4(1.0, 1.0 / 255.0, 1.0 / 65025.0, 1.0 / 16581375.0)));\n      block24 = step(shadowNDCPos.z, dot(texture2D(shadowMap, offset24), vec4(1.0, 1.0 / 255.0, 1.0 / 65025.0, 1.0 / 16581375.0)));\n      block25 = step(shadowNDCPos.z, dot(texture2D(shadowMap, offset25), vec4(1.0, 1.0 / 255.0, 1.0 / 65025.0, 1.0 / 16581375.0)));\n    #else\n      block1 = step(shadowNDCPos.z, texture2D(shadowMap, offset1).x);\n      block2 = step(shadowNDCPos.z, texture2D(shadowMap, offset2).x);\n      block3 = step(shadowNDCPos.z, texture2D(shadowMap, offset3).x);\n      block4 = step(shadowNDCPos.z, texture2D(shadowMap, offset4).x);\n      block5 = step(shadowNDCPos.z, texture2D(shadowMap, offset5).x);\n      block6 = step(shadowNDCPos.z, texture2D(shadowMap, offset6).x);\n      block7 = step(shadowNDCPos.z, texture2D(shadowMap, offset7).x);\n      block8 = step(shadowNDCPos.z, texture2D(shadowMap, offset8).x);\n      block9 = step(shadowNDCPos.z, texture2D(shadowMap, offset9).x);\n      block10 = step(shadowNDCPos.z, texture2D(shadowMap, offset10).x);\n      block11 = step(shadowNDCPos.z, texture2D(shadowMap, offset11).x);\n      block12 = step(shadowNDCPos.z, texture2D(shadowMap, offset12).x);\n      block13 = step(shadowNDCPos.z, texture2D(shadowMap, offset13).x);\n      block14 = step(shadowNDCPos.z, texture2D(shadowMap, offset14).x);\n      block15 = step(shadowNDCPos.z, texture2D(shadowMap, offset15).x);\n      block16 = step(shadowNDCPos.z, texture2D(shadowMap, offset16).x);\n      block17 = step(shadowNDCPos.z, texture2D(shadowMap, offset17).x);\n      block18 = step(shadowNDCPos.z, texture2D(shadowMap, offset18).x);\n      block19 = step(shadowNDCPos.z, texture2D(shadowMap, offset19).x);\n      block20 = step(shadowNDCPos.z, texture2D(shadowMap, offset20).x);\n      block21 = step(shadowNDCPos.z, texture2D(shadowMap, offset21).x);\n      block22 = step(shadowNDCPos.z, texture2D(shadowMap, offset22).x);\n      block23 = step(shadowNDCPos.z, texture2D(shadowMap, offset23).x);\n      block24 = step(shadowNDCPos.z, texture2D(shadowMap, offset24).x);\n      block25 = step(shadowNDCPos.z, texture2D(shadowMap, offset25).x);\n    #endif\n    vec2 coef = fract(shadowNDCPos.xy * shadowMapResolution);\n    vec2 v1X1 = mix(vec2(block1, block6), vec2(block2, block7), coef.xx);\n    vec2 v1X2 = mix(vec2(block2, block7), vec2(block3, block8), coef.xx);\n    vec2 v1X3 = mix(vec2(block3, block8), vec2(block4, block9), coef.xx);\n    vec2 v1X4 = mix(vec2(block4, block9), vec2(block5, block10), coef.xx);\n    float v1 = mix(v1X1.x, v1X1.y, coef.y) + mix(v1X2.x, v1X2.y, coef.y) + mix(v1X3.x, v1X3.y, coef.y) + mix(v1X4.x, v1X4.y, coef.y);\n    vec2 v2X1 = mix(vec2(block6, block11), vec2(block7, block12), coef.xx);\n    vec2 v2X2 = mix(vec2(block7, block12), vec2(block8, block13), coef.xx);\n    vec2 v2X3 = mix(vec2(block8, block13), vec2(block9, block14), coef.xx);\n    vec2 v2X4 = mix(vec2(block9, block14), vec2(block10, block15), coef.xx);\n    float v2 = mix(v2X1.x, v2X1.y, coef.y) + mix(v2X2.x, v2X2.y, coef.y) + mix(v2X3.x, v2X3.y, coef.y) + mix(v2X4.x, v2X4.y, coef.y);\n    vec2 v3X1 = mix(vec2(block11, block16), vec2(block12, block17), coef.xx);\n    vec2 v3X2 = mix(vec2(block12, block17), vec2(block13, block18), coef.xx);\n    vec2 v3X3 = mix(vec2(block13, block18), vec2(block14, block19), coef.xx);\n    vec2 v3X4 = mix(vec2(block14, block19), vec2(block15, block20), coef.xx);\n    float v3 = mix(v3X1.x, v3X1.y, coef.y) + mix(v3X2.x, v3X2.y, coef.y) + mix(v3X3.x, v3X3.y, coef.y) + mix(v3X4.x, v3X4.y, coef.y);\n    vec2 v4X1 = mix(vec2(block16, block21), vec2(block17, block22), coef.xx);\n    vec2 v4X2 = mix(vec2(block17, block22), vec2(block18, block23), coef.xx);\n    vec2 v4X3 = mix(vec2(block18, block23), vec2(block19, block24), coef.xx);\n    vec2 v4X4 = mix(vec2(block19, block24), vec2(block20, block25), coef.xx);\n    float v4 = mix(v4X1.x, v4X1.y, coef.y) + mix(v4X2.x, v4X2.y, coef.y) + mix(v4X3.x, v4X3.y, coef.y) + mix(v4X4.x, v4X4.y, coef.y);\n    float fAvg = (v1 + v2 + v3 + v4) * 0.0625;\n    return fAvg;\n  }\n  bool GetShadowNDCPos(out vec3 shadowNDCPos, vec4 shadowPosWithDepthBias)\n  {\n  \tshadowNDCPos = shadowPosWithDepthBias.xyz / shadowPosWithDepthBias.w * 0.5 + 0.5;\n  \tif (shadowNDCPos.x < 0.0 || shadowNDCPos.x > 1.0 ||\n  \t\tshadowNDCPos.y < 0.0 || shadowNDCPos.y > 1.0 ||\n  \t\tshadowNDCPos.z < 0.0 || shadowNDCPos.z > 1.0) {\n  \t\treturn false;\n  \t}\n  \tshadowNDCPos.xy = cc_cameraPos.w == 1.0 ? vec2(shadowNDCPos.xy.x, 1.0 - shadowNDCPos.xy.y) : shadowNDCPos.xy;\n  \treturn true;\n  }\n  vec4 ApplyShadowDepthBias_FaceNormal(vec4 shadowPos, vec3 worldNormal, float normalBias, vec3 matViewDir0, vec3 matViewDir1, vec3 matViewDir2, vec2 projScaleXY)\n  {\n    vec4 newShadowPos = shadowPos;\n    if (normalBias > EPSILON_LOWP)\n    {\n      vec3 viewNormal = vec3(dot(matViewDir0, worldNormal), dot(matViewDir1, worldNormal), dot(matViewDir2, worldNormal));\n      if (viewNormal.z < 0.1)\n        newShadowPos.xy += viewNormal.xy * projScaleXY * normalBias * clamp(viewNormal.z, 0.001, 0.1);\n    }\n    return newShadowPos;\n  }\n  vec4 ApplyShadowDepthBias_FaceNormal(vec4 shadowPos, vec3 worldNormal, float normalBias, mat4 matLightView, vec2 projScaleXY)\n  {\n  \tvec4 newShadowPos = shadowPos;\n  \tif (normalBias > EPSILON_LOWP)\n  \t{\n  \t\tvec4 viewNormal = matLightView * vec4(worldNormal, 0.0);\n  \t\tif (viewNormal.z < 0.1)\n  \t\t\tnewShadowPos.xy += viewNormal.xy * projScaleXY * normalBias * clamp(viewNormal.z, 0.001, 0.1);\n  \t}\n  \treturn newShadowPos;\n  }\n  vec4 ApplyShadowDepthBias_Perspective(vec4 shadowPos, float viewspaceDepthBias)\n  {\n  \tvec3 viewSpacePos;\n  \tviewSpacePos.xy = shadowPos.xy * cc_shadowProjInfo.zw;\n  \tviewSpacePos.z = shadowPos.z * cc_shadowInvProjDepthInfo.x + shadowPos.w * cc_shadowInvProjDepthInfo.y;\n  \tviewSpacePos.xyz += cc_shadowProjDepthInfo.z * normalize(viewSpacePos.xyz) * viewspaceDepthBias;\n  \tvec4 clipSpacePos;\n  \tclipSpacePos.xy = viewSpacePos.xy * cc_shadowProjInfo.xy;\n  \tclipSpacePos.zw = viewSpacePos.z * cc_shadowProjDepthInfo.xz + vec2(cc_shadowProjDepthInfo.y, 0.0);\n  \t#if CC_SHADOWMAP_USE_LINEAR_DEPTH\n  \t\tclipSpacePos.z = GetLinearDepthFromViewSpace(viewSpacePos.xyz, cc_shadowNFLSInfo.x, cc_shadowNFLSInfo.y);\n  \t\tclipSpacePos.z = (clipSpacePos.z * 2.0 - 1.0) * clipSpacePos.w;\n  \t#endif\n  \treturn clipSpacePos;\n  }\n  vec4 ApplyShadowDepthBias_Orthographic(vec4 shadowPos, float viewspaceDepthBias, float projScaleZ, float projBiasZ)\n  {\n  \tfloat coeffA = projScaleZ;\n  \tfloat coeffB = projBiasZ;\n  \tfloat viewSpacePos_z = (shadowPos.z - coeffB) / coeffA;\n  \tviewSpacePos_z += viewspaceDepthBias;\n  \tvec4 result = shadowPos;\n  \tresult.z = viewSpacePos_z * coeffA + coeffB;\n  \treturn result;\n  }\n  vec4 ApplyShadowDepthBias_PerspectiveLinearDepth(vec4 shadowPos, float viewspaceDepthBias, vec3 worldPos)\n  {\n    shadowPos.z = CCGetLinearDepth(worldPos, viewspaceDepthBias) * 2.0 - 1.0;\n    shadowPos.z *= shadowPos.w;\n    return shadowPos;\n  }\n  float CCGetDirLightShadowFactorHard (vec4 shadowPosWithDepthBias) {\n\t  vec3 shadowNDCPos;\n\t  if (!GetShadowNDCPos(shadowNDCPos, shadowPosWithDepthBias)) {\n\t\t  return 1.0;\n\t  }\n    return NativePCFShadowFactorHard(shadowNDCPos, cc_shadowMap, cc_shadowWHPBInfo.xy);\n  }\n  float CCGetDirLightShadowFactorSoft (vec4 shadowPosWithDepthBias) {\n\t  vec3 shadowNDCPos;\n\t  if (!GetShadowNDCPos(shadowNDCPos, shadowPosWithDepthBias)) {\n\t\t  return 1.0;\n\t  }\n    return NativePCFShadowFactorSoft(shadowNDCPos, cc_shadowMap, cc_shadowWHPBInfo.xy);\n  }\n  float CCGetDirLightShadowFactorSoft3X (vec4 shadowPosWithDepthBias) {\n\t  vec3 shadowNDCPos;\n\t  if (!GetShadowNDCPos(shadowNDCPos, shadowPosWithDepthBias)) {\n\t\t  return 1.0;\n\t  }\n    return NativePCFShadowFactorSoft3X(shadowNDCPos, cc_shadowMap, cc_shadowWHPBInfo.xy);\n  }\n  float CCGetDirLightShadowFactorSoft5X (vec4 shadowPosWithDepthBias) {\n\t  vec3 shadowNDCPos;\n\t  if (!GetShadowNDCPos(shadowNDCPos, shadowPosWithDepthBias)) {\n\t\t  return 1.0;\n\t  }\n    return NativePCFShadowFactorSoft5X(shadowNDCPos, cc_shadowMap, cc_shadowWHPBInfo.xy);\n  }\n  float CCGetSpotLightShadowFactorHard (vec4 shadowPosWithDepthBias, vec3 worldPos) {\n\t  vec3 shadowNDCPos;\n\t  if (!GetShadowNDCPos(shadowNDCPos, shadowPosWithDepthBias)) {\n\t\t  return 1.0;\n\t  }\n    return NativePCFShadowFactorHard(shadowNDCPos, cc_spotShadowMap, cc_shadowWHPBInfo.xy);\n  }\n  float CCGetSpotLightShadowFactorSoft (vec4 shadowPosWithDepthBias, vec3 worldPos) {\n\t  vec3 shadowNDCPos;\n\t  if (!GetShadowNDCPos(shadowNDCPos, shadowPosWithDepthBias)) {\n\t\t  return 1.0;\n\t  }\n    return NativePCFShadowFactorSoft(shadowNDCPos, cc_spotShadowMap, cc_shadowWHPBInfo.xy);\n  }\n  float CCGetSpotLightShadowFactorSoft3X (vec4 shadowPosWithDepthBias, vec3 worldPos) {\n\t  vec3 shadowNDCPos;\n\t  if (!GetShadowNDCPos(shadowNDCPos, shadowPosWithDepthBias)) {\n\t\t  return 1.0;\n\t  }\n    return NativePCFShadowFactorSoft3X(shadowNDCPos, cc_spotShadowMap, cc_shadowWHPBInfo.xy);\n  }\n  float CCGetSpotLightShadowFactorSoft5X (vec4 shadowPosWithDepthBias, vec3 worldPos) {\n\t  vec3 shadowNDCPos;\n\t  if (!GetShadowNDCPos(shadowNDCPos, shadowPosWithDepthBias)) {\n\t\t  return 1.0;\n\t  }\n    return NativePCFShadowFactorSoft5X(shadowNDCPos, cc_spotShadowMap, cc_shadowWHPBInfo.xy);\n  }\n  float CCSpotShadowFactorBase(vec4 shadowPos, vec3 worldPos, vec2 shadowBias)\n  {\n    float pcf = cc_shadowWHPBInfo.z;\n    vec4 pos = vec4(1.0);\n    #if CC_SHADOWMAP_USE_LINEAR_DEPTH\n      pos = ApplyShadowDepthBias_PerspectiveLinearDepth(shadowPos, shadowBias.x, worldPos);\n    #else\n      pos = ApplyShadowDepthBias_Perspective(shadowPos, shadowBias.x);\n    #endif\n    if (pcf > 2.9) {\n      return CCGetSpotLightShadowFactorSoft5X(pos, worldPos);\n    }else if (pcf > 1.9) {\n      return CCGetSpotLightShadowFactorSoft3X(pos, worldPos);\n    }else if (pcf > 0.9) {\n      return CCGetSpotLightShadowFactorSoft(pos, worldPos);\n    }else {\n      return CCGetSpotLightShadowFactorHard(pos, worldPos);\n    }\n  }\n  float CCShadowFactorBase(vec4 shadowPos, vec3 N, vec2 shadowBias)\n  {\n    vec4 pos = ApplyShadowDepthBias_FaceNormal(shadowPos, N, shadowBias.y, cc_matLightView, cc_shadowProjInfo.xy);\n    pos = ApplyShadowDepthBias_Orthographic(pos, shadowBias.x, cc_shadowProjDepthInfo.x, cc_shadowProjDepthInfo.y);\n    float realtimeShadow = 1.0;\n    #if CC_DIR_SHADOW_PCF_TYPE == 3\n      realtimeShadow = CCGetDirLightShadowFactorSoft5X(pos);\n    #endif\n    #if CC_DIR_SHADOW_PCF_TYPE == 2\n      realtimeShadow =  CCGetDirLightShadowFactorSoft3X(pos);\n    #endif\n    #if CC_DIR_SHADOW_PCF_TYPE == 1\n      realtimeShadow = CCGetDirLightShadowFactorSoft(pos);\n    #endif\n    #if CC_DIR_SHADOW_PCF_TYPE == 0\n      realtimeShadow = CCGetDirLightShadowFactorHard(pos);\n    #endif\n    return mix(realtimeShadow, 1.0, cc_shadowNFLSInfo.w);\n  }\n  #if CC_SUPPORT_CASCADED_SHADOW_MAP\n    int CCGetCSMLevel(out vec4 csmPos, out vec4 shadowProjDepthInfo, out vec4 shadowProjInfo, out vec3 shadowViewDir0, out vec3 shadowViewDir1, out vec3 shadowViewDir2, vec3 worldPos) {\n      int layer = -1;\n      highp float layerThreshold = cc_csmViewDir0[0].w;\n      for (int i = 0; i < 4; i++) {\n        vec4 shadowPos = cc_matCSMViewProj[i] * vec4(worldPos.xyz, 1.0);\n        vec3 clipPos = shadowPos.xyz / shadowPos.w * 0.5 + 0.5;\n        if (clipPos.x >= (0.0 + layerThreshold) && clipPos.x <= (1.0 - layerThreshold) &&\n            clipPos.y >= (0.0 + layerThreshold) && clipPos.y <= (1.0 - layerThreshold) &&\n            clipPos.z >= 0.0 && clipPos.z <= 1.0 && layer < 0) {\n          csmPos = cc_matCSMViewProj[i] * vec4(worldPos.xyz, 1.0);\n          csmPos.xy = csmPos.xy * cc_csmAtlas[i].xy + cc_csmAtlas[i].zw;\n          shadowProjDepthInfo = cc_csmProjDepthInfo[i];\n          shadowProjInfo = cc_csmProjInfo[i];\n          shadowViewDir0 = cc_csmViewDir0[i].xyz;\n          shadowViewDir1 = cc_csmViewDir1[i].xyz;\n          shadowViewDir2 = cc_csmViewDir2[i].xyz;\n          layer = i;\n        }\n      }\n      return layer;\n    }\n    float CCCSMFactorBase(vec3 worldPos, vec3 N, vec2 shadowBias)\n    {\n      vec4 csmPos = vec4(1.0);\n      vec4 shadowProjDepthInfo, shadowProjInfo;\n      vec3 shadowViewDir0, shadowViewDir1, shadowViewDir2;\n      int level = CCGetCSMLevel(csmPos, shadowProjDepthInfo, shadowProjInfo, shadowViewDir0, shadowViewDir1, shadowViewDir2, worldPos);\n      if (level < 0) { return 1.0; }\n      vec4 pos = ApplyShadowDepthBias_FaceNormal(csmPos, N, shadowBias.y, shadowViewDir0, shadowViewDir1, shadowViewDir2, shadowProjInfo.xy);\n      pos = ApplyShadowDepthBias_Orthographic(pos, shadowBias.x, shadowProjDepthInfo.x, shadowProjDepthInfo.y);\n      float realtimeShadow = 1.0;\n      #if CC_DIR_SHADOW_PCF_TYPE == 3\n        realtimeShadow = CCGetDirLightShadowFactorSoft5X(pos);\n      #endif\n      #if CC_DIR_SHADOW_PCF_TYPE == 2\n        realtimeShadow = CCGetDirLightShadowFactorSoft3X(pos);\n      #endif\n      #if CC_DIR_SHADOW_PCF_TYPE == 1\n        realtimeShadow = CCGetDirLightShadowFactorSoft(pos);\n      #endif\n      #if CC_DIR_SHADOW_PCF_TYPE == 0\n        realtimeShadow = CCGetDirLightShadowFactorHard(pos);\n      #endif\n      return mix(realtimeShadow, 1.0, cc_shadowNFLSInfo.w);\n    }\n  #else\n    int CCGetCSMLevel(out vec4 csmPos, out vec4 shadowProjDepthInfo, out vec4 shadowProjInfo, out vec3 shadowViewDir0, out vec3 shadowViewDir1, out vec3 shadowViewDir2, vec3 worldPos) {\n      return -1;\n    }\n    float CCCSMFactorBase(vec3 worldPos, vec3 N, vec2 shadowBias) {\n      vec4 shadowPos = cc_matLightViewProj * vec4(worldPos, 1.0);\n      return CCShadowFactorBase(shadowPos, N, shadowBias);\n    }\n  #endif\n#endif\n#if CC_USE_IBL\n  uniform samplerCube cc_environment;\n  vec4 fragTextureLod (sampler2D tex, vec2 coord, float lod) {\n      #ifdef GL_EXT_shader_texture_lod\n        return texture2DLodEXT(tex, coord, lod);\n      #else\n        return texture2D(tex, coord, lod);\n      #endif\n  }\n  vec4 fragTextureLod (samplerCube tex, vec3 coord, float lod) {\n      #ifdef GL_EXT_shader_texture_lod\n        return textureCubeLodEXT(tex, coord, lod);\n      #else\n        return textureCube(tex, coord, lod);\n      #endif\n  }\n  vec3 unpackRGBE (vec4 rgbe) {\n    return rgbe.rgb * pow(1.1, rgbe.a * 255.0 - 128.0);\n  }\n  #if CC_USE_DIFFUSEMAP\n    uniform samplerCube cc_diffuseMap;\n  #endif\n#endif\nfloat GGXMobile (float roughness, float NoH, vec3 H, vec3 N) {\n  vec3 NxH = cross(N, H);\n  float OneMinusNoHSqr = dot(NxH, NxH);\n  float a = roughness * roughness;\n  float n = NoH * a;\n  float p = a / (OneMinusNoHSqr + n * n);\n  return p * p;\n}\nfloat CalcSpecular (float roughness, float NoH, vec3 H, vec3 N) {\n  return (roughness * 0.25 + 0.25) * GGXMobile(roughness, NoH, H, N);\n}\nvec3 BRDFApprox (vec3 specular, float roughness, float NoV) {\n  const vec4 c0 = vec4(-1.0, -0.0275, -0.572, 0.022);\n  const vec4 c1 = vec4(1.0, 0.0425, 1.04, -0.04);\n  vec4 r = roughness * c0 + c1;\n  float a004 = min(r.x * r.x, exp2(-9.28 * NoV)) * r.x + r.y;\n  vec2 AB = vec2(-1.04, 1.04) * a004 + r.zw;\n  AB.y *= clamp(50.0 * specular.g, 0.0, 1.0);\n  return specular * AB.x + AB.y;\n}\n#if USE_REFLECTION_DENOISE\n  vec3 GetEnvReflectionWithMipFiltering(vec3 R, float roughness, float mipCount, float denoiseIntensity) {\n    #if CC_USE_IBL\n    \tfloat mip = roughness * (mipCount - 1.0);\n    \tfloat delta = (dot(dFdx(R), dFdy(R))) * 1000.0;\n    \tfloat mipBias = mix(0.0, 5.0, clamp(delta, 0.0, 1.0));\n    \tvec4 biased = fragTextureLod(cc_environment, R, mip + mipBias);\n     \tvec4 filtered = textureCube(cc_environment, R);\n      #if CC_USE_IBL == 2\n      \tbiased.rgb = unpackRGBE(biased);\n      \tfiltered.rgb = unpackRGBE(filtered);\n      #else\n      \tbiased.rgb = SRGBToLinear(biased.rgb);\n      \tfiltered.rgb = SRGBToLinear(filtered.rgb);\n      #endif\n      return mix(biased.rgb, filtered.rgb, denoiseIntensity);\n    #else\n      return vec3(0.0, 0.0, 0.0);\n    #endif\n  }\n#endif\nstruct StandardSurface {\n  vec4 albedo;\n    #if CC_PLATFORM_ANDROID_AND_WEBGL && CC_ENABLE_WEBGL_HIGHP_STRUCT_VALUES\n    vec3 position, position_fract_part;\n    #else\n    vec3 position;\n    #endif\n  vec3 normal;\n  vec3 emissive;\n  vec3 lightmap;\n  float lightmap_test;\n  float roughness;\n  float metallic;\n  float occlusion;\n  float specularIntensity;\n  #if CC_RECEIVE_SHADOW\n    vec2 shadowBias;\n  #endif\n};\nvec4 CCStandardShadingBase (StandardSurface s, vec4 shadowPos) {\n  vec3 diffuse = s.albedo.rgb * (1.0 - s.metallic);\n  vec3 specular = mix(vec3(0.08 * s.specularIntensity), s.albedo.rgb, s.metallic);\n  vec3 position;\n    #if CC_PLATFORM_ANDROID_AND_WEBGL && CC_ENABLE_WEBGL_HIGHP_STRUCT_VALUES\n    position = unpackHighpData(s.position, s.position_fract_part);\n    #else\n    position = s.position;\n    #endif\n  vec3 N = normalize(s.normal);\n  vec3 V = normalize(cc_cameraPos.xyz - position);\n  vec3 L = normalize(-cc_mainLitDir.xyz);\n  float NL = max(dot(N, L), 0.0);\n  float shadow = 1.0;\n  #if CC_RECEIVE_SHADOW && CC_SHADOW_TYPE == 2\n    if (NL > 0.0 && cc_mainLitDir.w > 0.0) {\n      if (cc_shadowLPNNInfo.w > 0.0) {\n        #if CC_DIR_LIGHT_SHADOW_TYPE == 2\n          shadow = CCCSMFactorBase(position, N, s.shadowBias);\n        #endif\n      } else {\n        #if CC_DIR_LIGHT_SHADOW_TYPE == 1\n          shadow = CCShadowFactorBase(shadowPos, N, s.shadowBias);\n        #endif\n      }\n    }\n  #endif\n  #if CC_USE_LIGHTMAP && !CC_FORWARD_ADD\n    vec3 lightmap = s.lightmap.rgb;\n    #if CC_USE_HDR\n        lightmap.rgb *= cc_exposure.w * cc_exposure.x;\n    #endif\n    vec3 finalColor = diffuse * lightmap.rgb * shadow;\n  #else\n    float NV = max(abs(dot(N, V)), 0.0);\n    specular = BRDFApprox(specular, s.roughness, NV);\n    vec3 H = normalize(L + V);\n    float NH = max(dot(N, H), 0.0);\n    vec3 finalColor = NL * cc_mainLitColor.rgb * cc_mainLitColor.w;\n    vec3 diffuseContrib = diffuse / PI;\n    vec3 specularContrib = specular * CalcSpecular(s.roughness, NH, H, N);\n    vec3 dirlightContrib = (diffuseContrib + specularContrib);\n    dirlightContrib *= shadow;\n    finalColor *= dirlightContrib;\n  #endif\n  float fAmb = 0.5 - N.y * 0.5;\n  vec3 ambDiff = mix(cc_ambientSky.rgb, cc_ambientGround.rgb, fAmb);\n  #if CC_USE_IBL\n    #if CC_USE_DIFFUSEMAP\n      vec4 diffuseMap = textureCube(cc_diffuseMap, N);\n      #if CC_USE_DIFFUSEMAP == 2\n        ambDiff = unpackRGBE(diffuseMap);\n      #else\n        ambDiff = SRGBToLinear(diffuseMap.rgb);\n      #endif\n    #endif\n    vec3 R = normalize(reflect(-V, N));\n    vec3 rotationDir = RotationVecFromAxisY(R.xyz, cc_surfaceTransform.z, cc_surfaceTransform.w);\n    #if USE_REFLECTION_DENOISE && !CC_IBL_CONVOLUTED\n      vec3 env = GetEnvReflectionWithMipFiltering(rotationDir, s.roughness, cc_ambientGround.w, 0.6);\n    #else\n      vec4 envmap = fragTextureLod(cc_environment, rotationDir, s.roughness * (cc_ambientGround.w - 1.0));\n      #if CC_USE_IBL == 2\n        vec3 env = unpackRGBE(envmap);\n      #else\n        vec3 env = SRGBToLinear(envmap.rgb);\n      #endif\n    #endif\n    finalColor += env * cc_ambientSky.w * specular * s.occlusion;\n  #endif\n  finalColor += ambDiff.rgb * cc_ambientSky.w * diffuse * s.occlusion;\n  finalColor += s.emissive;\n  return vec4(finalColor, s.albedo.a);\n}\nvec3 ACESToneMap (vec3 color) {\n  color = min(color, vec3(8.0));\n  const float A = 2.51;\n  const float B = 0.03;\n  const float C = 2.43;\n  const float D = 0.59;\n  const float E = 0.14;\n  return (color * (A * color + B)) / (color * (C * color + D) + E);\n}\nvec4 CCFragOutput (vec4 color) {\n  #if CC_USE_HDR\n    color.rgb = ACESToneMap(color.rgb);\n  #endif\n  color.rgb = LinearToSRGB(color.rgb);\n  return color;\n}\nvarying highp vec4 v_shadowPos;\n#if CC_RECEIVE_SHADOW && CC_SHADOW_TYPE == 2\n#endif\n#if CC_USE_LIGHTMAP && !CC_FORWARD_ADD\n  varying vec3 v_luv;\n  uniform sampler2D cc_lightingMap;\n#endif\nvarying vec3 v_position;\nvarying vec2 v_uv;\nvarying vec2 v_uv1;\nvarying vec3 v_normal;\n#if CC_RECEIVE_SHADOW\n  varying vec2 v_shadowBias;\n#endif\n#if USE_VERTEX_COLOR\n  varying vec4 v_color;\n#endif\n#if USE_ALBEDO_MAP\n  uniform sampler2D albedoMap;\n#endif\n#if USE_WEIGHT_MAP\n  uniform sampler2D baseWeightMap;\n#endif\n#if USE_NORMAL_MAP\n  varying vec3 v_tangent;\n  varying vec3 v_bitangent;\n  uniform sampler2D normalMap;\n#endif\n#if USE_METALLIC_MAP\n  uniform sampler2D metallicMap;\n#endif\n#if USE_ROUGHNESS_MAP\n  uniform sampler2D roughnessMap;\n#endif\n#if USE_OCCLUSION_MAP\n  uniform sampler2D occlusionMap;\n#endif\n#if USE_TRANSPARENCY_MAP\n  uniform sampler2D transparencyMap;\n#endif\n#if USE_TRANSPARENCYCOLOR_MAP\n  uniform sampler2D transparencyColorMap;\n#endif\n#if USE_EMISSIVE_MAP\n  uniform sampler2D emissiveMap;\n#endif\n#if USE_EMISSIVESCALE_MAP\n  uniform sampler2D emissiveScaleMap;\n#endif\n#if USE_OPACITY_MAP\n  uniform sampler2D alphaSourceMap;\n#endif\nfloat discolor(vec3 srcColor) {\n  return dot(GRAY_VECTOR, srcColor);\n}\nvoid surf (out StandardSurface s) {\n  vec4 baseColor = albedo;\n  #if USE_VERTEX_COLOR\n    baseColor.rgb *= SRGBToLinear(v_color.rgb);\n    baseColor.a *= v_color.a;\n  #endif\n  #if USE_ALBEDO_MAP\n    vec4 texColor = texture2D(albedoMap, TEXTURE_UV);\n    texColor.rgb = SRGBToLinear(texColor.rgb);\n    baseColor = texColor;\n  #endif\n  #if USE_WEIGHT_MAP\n      vec4 weightColor = texture2D(baseWeightMap, TEXTURE_UV);\n      weightColor.rgb = SRGBToLinear(weightColor.rgb);\n      baseColor.rgb *= weightColor.rgb;\n  #else\n      baseColor.rgb *= albedoScale;\n  #endif\n  float metallicValue = metallic;\n  #if USE_METALLIC_MAP\n     vec4 metallicColor = texture2D(metallicMap, TEXTURE_UV);\n     metallicValue = discolor(metallicColor.rgb);\n     #if USE_METALLIC_CHANNEL\n         metallicColor.rgb = SRGBToLinear(metallicColor.rgb);\n         metallicValue = metallicColor.METALLIC_CHANNEL;\n     #endif\n  #endif\n  s.metallic = metallicValue;\n  float roughnessValue = roughness;\n  #if USE_ROUGHNESS_MAP\n     vec4 roughnessColor = texture2D(roughnessMap, TEXTURE_UV);\n     roughnessValue = discolor(roughnessColor.rgb);\n     #if USE_ROUGHNESS_CHANNEL\n         roughnessColor.rgb = SRGBToLinear(roughnessColor.rgb);\n         roughnessValue = roughnessColor.ROUGHNESS_CHANNEL;\n     #endif\n  #endif\n  s.roughness = max(0.02, roughnessValue);\n  float occlusionValue = 1.0;\n  #if USE_OCCLUSION_MAP\n     vec4 occlusionColor = texture2D(occlusionMap, TEXTURE_UV);\n     float occlusionColorValue = discolor(occlusionColor.rgb);\n     #if USE_OCCLUSION_CHANNEL\n         occlusionColor.rgb = SRGBToLinear(occlusionColor.rgb);\n         occlusionColorValue = occlusionColor.OCCLUSION_CHANNEL;\n     #endif\n     occlusionValue = mix(1.0, occlusionColorValue, occlusion);\n  #endif\n  s.occlusion = occlusionValue;\n  #if ALPHA_SOURCE_IS_OPACITY\n    #if USE_OPACITY_MAP\n      baseColor.a = 1.0 - texture2D(alphaSourceMap, TEXTURE_UV).ALPHA_SOURCE_CHANNEL;\n    #else\n      baseColor.a = 1.0 - alphaSource;\n    #endif\n  #else\n    #if USE_OPACITY_MAP\n      baseColor.a = texture2D(alphaSourceMap, TEXTURE_UV).ALPHA_SOURCE_CHANNEL;\n    #else\n      baseColor.a = alphaSource;\n    #endif\n  #endif\n  #if USE_ALPHA_TEST\n    if (baseColor.a < albedoScaleAndCutoff.w) discard;\n  #endif\n  s.albedo = baseColor;\n  #if CC_USE_LIGHTMAP && !CC_FORWARD_ADD\n    vec4 lightColor = texture2D(cc_lightingMap, v_luv.xy);\n    s.lightmap = lightColor.xyz * v_luv.z;\n    s.lightmap_test = v_luv.z;\n  #endif\n  s.normal = v_normal;\n  #if CC_RECEIVE_SHADOW\n    s.shadowBias = v_shadowBias;\n  #endif\n  #if USE_NORMAL_MAP\n    vec3 nmmp = texture2D(normalMap, NORMAL_UV).xyz - vec3(0.5);\n    s.normal =\n      (nmmp.x * normalStrength) * normalize(v_tangent) +\n      (nmmp.y * normalStrength) * normalize(v_bitangent) +\n      nmmp.z * normalize(s.normal);\n  #endif\n    #if CC_PLATFORM_ANDROID_AND_WEBGL && CC_ENABLE_WEBGL_HIGHP_STRUCT_VALUES\n    packHighpData(s.position, s.position_fract_part, v_position);\n    #else\n    s.position = v_position;\n    #endif\n  s.specularIntensity = 0.5;\n  vec3 emissiveColor = emissive.rgb;\n  #if USE_EMISSIVE_MAP\n      emissiveColor.rgb = SRGBToLinear(texture2D(emissiveMap, TEXTURE_UV).rgb);\n  #endif\n  #if USE_EMISSIVESCALE_MAP\n      vec4 emissiveScaleColor = texture2D(emissiveScaleMap, TEXTURE_UV);\n      emissiveScaleColor.rgb = SRGBToLinear(emissiveScaleColor.rgb);\n      emissiveColor.rgb *= emissiveScaleColor.rgb;\n  #else\n      emissiveColor.rgb *= emissiveScale;\n  #endif\n  s.emissive = emissiveColor.rgb;\n}\n#if CC_FORWARD_ADD\n  #if CC_PIPELINE_TYPE == 0\n    #define LIGHTS_PER_PASS 1\n  #else\n    #define LIGHTS_PER_PASS 10\n  #endif\n  #if CC_ENABLE_CLUSTERED_LIGHT_CULLING == 0\n  uniform highp vec4 cc_lightPos[LIGHTS_PER_PASS];\n  uniform vec4 cc_lightColor[LIGHTS_PER_PASS];\n  uniform vec4 cc_lightSizeRangeAngle[LIGHTS_PER_PASS];\n  uniform vec4 cc_lightDir[LIGHTS_PER_PASS];\n  #endif\n  float SmoothDistAtt (float distSqr, float invSqrAttRadius) {\n    float factor = distSqr * invSqrAttRadius;\n    float smoothFactor = clamp(1.0 - factor * factor, 0.0, 1.0);\n    return smoothFactor * smoothFactor;\n  }\n  float GetDistAtt (float distSqr, float invSqrAttRadius) {\n    float attenuation = 1.0 / max(distSqr, 0.01*0.01);\n    attenuation *= SmoothDistAtt(distSqr , invSqrAttRadius);\n    return attenuation;\n  }\n  float GetAngleAtt (vec3 L, vec3 litDir, float litAngleScale, float litAngleOffset) {\n    float cd = dot(litDir, L);\n    float attenuation = clamp(cd * litAngleScale + litAngleOffset, 0.0, 1.0);\n    return (attenuation * attenuation);\n  }\n  #if CC_ENABLE_CLUSTERED_LIGHT_CULLING == 0\n  vec4 CCStandardShadingAdditive (StandardSurface s, vec4 shadowPos) {\n    vec3 position;\n      #if CC_PLATFORM_ANDROID_AND_WEBGL && CC_ENABLE_WEBGL_HIGHP_STRUCT_VALUES\n      position = unpackHighpData(s.position, s.position_fract_part);\n      #else\n      position = s.position;\n      #endif\n    vec3 diffuse = s.albedo.rgb * (1.0 - s.metallic);\n    vec3 specular = mix(vec3(0.04), s.albedo.rgb, s.metallic);\n    vec3 diffuseContrib = diffuse / PI;\n    vec3 N = normalize(s.normal);\n    vec3 V = normalize(cc_cameraPos.xyz - position);\n    float NV = max(abs(dot(N, V)), 0.0);\n    specular = BRDFApprox(specular, s.roughness, NV);\n    vec3 finalColor = vec3(0.0);\n    int numLights = CC_PIPELINE_TYPE == 0 ? LIGHTS_PER_PASS : int(cc_lightDir[0].w);\n    for (int i = 0; i < LIGHTS_PER_PASS; i++) {\n      if (i >= numLights) break;\n      vec3 SLU = cc_lightPos[i].xyz - position;\n      vec3 SL = normalize(SLU);\n      vec3 SH = normalize(SL + V);\n      float SNL = max(dot(N, SL), 0.0);\n      float SNH = max(dot(N, SH), 0.0);\n      float distSqr = dot(SLU, SLU);\n      float litRadius = cc_lightSizeRangeAngle[i].x;\n      float litRadiusSqr = litRadius * litRadius;\n      float illum = litRadiusSqr / max(litRadiusSqr, distSqr);\n      float attRadiusSqrInv = 1.0 / max(cc_lightSizeRangeAngle[i].y, 0.01);\n      attRadiusSqrInv *= attRadiusSqrInv;\n      float att = GetDistAtt(distSqr, attRadiusSqrInv);\n      vec3 lspec = specular * CalcSpecular(s.roughness, SNH, SH, N);\n      if (cc_lightPos[i].w > 0.0) {\n        float cosInner = max(dot(-cc_lightDir[i].xyz, SL), 0.01);\n        float cosOuter = cc_lightSizeRangeAngle[i].z;\n        float litAngleScale = 1.0 / max(0.001, cosInner - cosOuter);\n        float litAngleOffset = -cosOuter * litAngleScale;\n        att *= GetAngleAtt(SL, -cc_lightDir[i].xyz, litAngleScale, litAngleOffset);\n      }\n      vec3 lightColor = cc_lightColor[i].rgb;\n      float shadow = 1.0;\n      #if CC_RECEIVE_SHADOW  && CC_SHADOW_TYPE == 2\n        if (cc_lightPos[i].w > 0.0 && cc_lightSizeRangeAngle[i].w > 0.0) {\n          shadow = CCSpotShadowFactorBase(shadowPos, position, s.shadowBias);\n        }\n      #endif\n      lightColor *= shadow;\n      finalColor += SNL * lightColor * cc_lightColor[i].w * illum * att * (diffuseContrib + lspec);\n    }\n    return vec4(finalColor, 0.0);\n  }\n  #endif\n  #if CC_ENABLE_CLUSTERED_LIGHT_CULLING == 1\n  readonly buffer b_ccLightsBuffer { vec4 b_ccLights[]; };\n  readonly buffer b_clusterLightIndicesBuffer { uint b_clusterLightIndices[]; };\n  readonly buffer b_clusterLightGridBuffer { uvec4 b_clusterLightGrid[]; };\n  struct CCLight\n  {\n    vec4 cc_lightPos;\n    vec4 cc_lightColor;\n    vec4 cc_lightSizeRangeAngle;\n    vec4 cc_lightDir;\n  };\n  struct Cluster\n  {\n    vec3 minBounds;\n    vec3 maxBounds;\n  };\n  struct LightGrid\n  {\n    uint offset;\n    uint ccLights;\n  };\n  CCLight getCCLight(uint i)\n  {\n    CCLight light;\n    light.cc_lightPos = b_ccLights[4u * i + 0u];\n    light.cc_lightColor = b_ccLights[4u * i + 1u];\n    light.cc_lightSizeRangeAngle = b_ccLights[4u * i + 2u];\n    light.cc_lightDir = b_ccLights[4u * i + 3u];\n    return light;\n  }\n  LightGrid getLightGrid(uint cluster)\n  {\n    uvec4 gridvec = b_clusterLightGrid[cluster];\n    LightGrid grid;\n    grid.offset = gridvec.x;\n    grid.ccLights = gridvec.y;\n    return grid;\n  }\n  uint getGridLightIndex(uint start, uint offset)\n  {\n    return b_clusterLightIndices[start + offset];\n  }\n  uint getClusterZIndex(vec4 worldPos)\n  {\n    float scale = float(24) / log(cc_nearFar.y / cc_nearFar.x);\n    float bias = -(float(24) * log(cc_nearFar.x) / log(cc_nearFar.y / cc_nearFar.x));\n    float eyeDepth = -(cc_matView * worldPos).z;\n    uint zIndex = uint(max(log(eyeDepth) * scale + bias, 0.0));\n    return zIndex;\n  }\n  uint getClusterIndex(vec4 fragCoord, vec4 worldPos)\n  {\n    uint zIndex = getClusterZIndex(worldPos);\n    float clusterSizeX = ceil(cc_viewPort.z / float(16));\n    float clusterSizeY = ceil(cc_viewPort.w / float(8));\n    uvec3 indices = uvec3(uvec2(fragCoord.xy / vec2(clusterSizeX, clusterSizeY)), zIndex);\n    uint cluster = (16u * 8u) * indices.z + 16u * indices.y + indices.x;\n    return cluster;\n  }\n  vec4 CCClusterShadingAdditive (StandardSurface s, vec4 shadowPos) {\n    vec3 diffuse = s.albedo.rgb * (1.0 - s.metallic);\n    vec3 specular = mix(vec3(0.04), s.albedo.rgb, s.metallic);\n    vec3 diffuseContrib = diffuse / PI;\n    vec3 position;\n      #if CC_PLATFORM_ANDROID_AND_WEBGL && CC_ENABLE_WEBGL_HIGHP_STRUCT_VALUES\n      position = unpackHighpData(s.position, s.position_fract_part);\n      #else\n      position = s.position;\n      #endif\n    vec3 N = normalize(s.normal);\n    vec3 V = normalize(cc_cameraPos.xyz - position);\n    float NV = max(abs(dot(N, V)), 0.001);\n    specular = BRDFApprox(specular, s.roughness, NV);\n    vec3 finalColor = vec3(0.0);\n    uint cluster = getClusterIndex(gl_FragCoord, vec4(position, 1.0));\n    LightGrid grid = getLightGrid(cluster);\n    uint numLights = grid.ccLights;\n    for (uint i = 0u; i < 100u; i++) {\n      if (i >= numLights) break;\n      uint lightIndex = getGridLightIndex(grid.offset, i);\n      CCLight light = getCCLight(lightIndex);\n      vec3 SLU = light.cc_lightPos.xyz - position;\n      vec3 SL = normalize(SLU);\n      vec3 SH = normalize(SL + V);\n      float SNL = max(dot(N, SL), 0.001);\n      float SNH = max(dot(N, SH), 0.0);\n      float distSqr = dot(SLU, SLU);\n      float litRadius = light.cc_lightSizeRangeAngle.x;\n      float litRadiusSqr = litRadius * litRadius;\n      float illum = PI * (litRadiusSqr / max(litRadiusSqr , distSqr));\n      float attRadiusSqrInv = 1.0 / max(light.cc_lightSizeRangeAngle.y, 0.01);\n      attRadiusSqrInv *= attRadiusSqrInv;\n      float att = GetDistAtt(distSqr, attRadiusSqrInv);\n      vec3 lspec = specular * CalcSpecular(s.roughness, SNH, SH, N);\n      if (light.cc_lightPos.w > 0.0) {\n        float cosInner = max(dot(-light.cc_lightDir.xyz, SL), 0.01);\n        float cosOuter = light.cc_lightSizeRangeAngle.z;\n        float litAngleScale = 1.0 / max(0.001, cosInner - cosOuter);\n        float litAngleOffset = -cosOuter * litAngleScale;\n        att *= GetAngleAtt(SL, -light.cc_lightDir.xyz, litAngleScale, litAngleOffset);\n      }\n      vec3 lightColor = light.cc_lightColor.rgb;\n      float shadow = 1.0;\n      #if CC_RECEIVE_SHADOW && CC_SHADOW_TYPE == 2\n        if (light.cc_lightPos.w > 0.0) {\n          shadow = CCSpotShadowFactorBase(shadowPos, position, s.shadowBias);\n        }\n      #endif\n      lightColor *= shadow;\n      finalColor += SNL * lightColor * light.cc_lightColor.w * illum * att * (diffuseContrib + lspec);\n    }\n    return vec4(finalColor, 0.0);\n  }\n  #endif\n  void main () {\n    StandardSurface s; surf(s);\n    #if CC_ENABLE_CLUSTERED_LIGHT_CULLING == 1\n    vec4 color = CCClusterShadingAdditive(s, v_shadowPos);\n    #else\n    vec4 color = CCStandardShadingAdditive(s, v_shadowPos);\n    #endif\n    gl_FragData[0] = CCFragOutput(color);\n  }\n#elif (CC_PIPELINE_TYPE == 0 || CC_FORCE_FORWARD_SHADING)\n  void main () {\n    StandardSurface s; surf(s);\n    vec4 color = CCFragOutput(CCStandardShadingBase(s, v_shadowPos));\n    #if CC_USE_FOG != 4\n      CC_APPLY_FOG(color, s.position.xyz);\n    #endif\n    gl_FragData[0] = color;\n  }\n#elif CC_PIPELINE_TYPE == 1\n  vec2 signNotZero(vec2 v) {\n    return vec2((v.x >= 0.0) ? +1.0 : -1.0, (v.y >= 0.0) ? +1.0 : -1.0);\n  }\n  vec2 float32x3_to_oct(in vec3 v) {\n    vec2 p = v.xy * (1.0 / (abs(v.x) + abs(v.y) + abs(v.z)));\n    return (v.z <= 0.0) ? ((1.0 - abs(p.yx)) * signNotZero(p)) : p;\n  }\n  void main () {\n    StandardSurface s; surf(s);\n    gl_FragData[0] = s.albedo;\n    gl_FragData[1] = vec4(float32x3_to_oct(s.normal), s.roughness, s.metallic);\n    gl_FragData[2] = vec4(s.emissive, s.occlusion);\n  }\n#endif"
      },
      "builtins": {
        "globals": {
          "blocks": [
            {
              "name": "CCGlobal",
              "defines": []
            },
            {
              "name": "CCCamera",
              "defines": []
            },
            {
              "name": "CCShadow",
              "defines": []
            },
            {
              "name": "CCCSM",
              "defines": [
                "CC_SUPPORT_CASCADED_SHADOW_MAP"
              ]
            }
          ],
          "samplerTextures": [
            {
              "name": "cc_shadowMap",
              "defines": [
                "CC_RECEIVE_SHADOW"
              ]
            },
            {
              "name": "cc_spotShadowMap",
              "defines": [
                "CC_RECEIVE_SHADOW"
              ]
            },
            {
              "name": "cc_environment",
              "defines": [
                "CC_USE_IBL"
              ]
            },
            {
              "name": "cc_diffuseMap",
              "defines": [
                "CC_USE_DIFFUSEMAP"
              ]
            }
          ],
          "buffers": [],
          "images": []
        },
        "locals": {
          "blocks": [
            {
              "name": "CCMorph",
              "defines": [
                "CC_USE_MORPH"
              ]
            },
            {
              "name": "CCSkinningTexture",
              "defines": [
                "CC_USE_SKINNING",
                "CC_USE_BAKED_ANIMATION"
              ]
            },
            {
              "name": "CCSkinningAnimation",
              "defines": [
                "CC_USE_SKINNING",
                "CC_USE_BAKED_ANIMATION"
              ]
            },
            {
              "name": "CCSkinning",
              "defines": [
                "CC_USE_SKINNING",
                "!CC_USE_BAKED_ANIMATION",
                "!CC_USE_REAL_TIME_JOINT_TEXTURE"
              ]
            },
            {
              "name": "CCLocal",
              "defines": [
                "!USE_INSTANCING"
              ]
            },
            {
              "name": "CCForwardLight",
              "defines": [
                "CC_FORWARD_ADD",
                "CC_ENABLE_CLUSTERED_LIGHT_CULLING"
              ]
            }
          ],
          "samplerTextures": [
            {
              "name": "cc_PositionDisplacements",
              "defines": [
                "CC_USE_MORPH",
                "CC_MORPH_TARGET_HAS_POSITION"
              ]
            },
            {
              "name": "cc_NormalDisplacements",
              "defines": [
                "CC_USE_MORPH",
                "CC_MORPH_TARGET_HAS_NORMAL"
              ]
            },
            {
              "name": "cc_TangentDisplacements",
              "defines": [
                "CC_USE_MORPH",
                "CC_MORPH_TARGET_HAS_TANGENT"
              ]
            },
            {
              "name": "cc_jointTexture",
              "defines": [
                "CC_USE_SKINNING",
                "CC_USE_BAKED_ANIMATION"
              ]
            },
            {
              "name": "cc_realtimeJoint",
              "defines": [
                "CC_USE_SKINNING",
                "!CC_USE_BAKED_ANIMATION",
                "CC_USE_REAL_TIME_JOINT_TEXTURE"
              ]
            },
            {
              "name": "cc_lightingMap",
              "defines": [
                "CC_USE_LIGHTMAP",
                "!CC_FORWARD_ADD"
              ]
            }
          ],
          "buffers": [],
          "images": []
        },
        "statistics": {
          "CC_EFFECT_USED_VERTEX_UNIFORM_VECTORS": 140,
          "CC_EFFECT_USED_FRAGMENT_UNIFORM_VECTORS": 112
        }
      },
      "defines": [
        {
          "name": "USE_INSTANCING",
          "type": "boolean",
          "defines": [],
          "editor": {
            "elevated": true
          }
        },
        {
          "name": "CC_USE_SKINNING",
          "type": "boolean",
          "defines": []
        },
        {
          "name": "CC_USE_BAKED_ANIMATION",
          "type": "boolean",
          "defines": [
            "USE_INSTANCING"
          ]
        },
        {
          "name": "CC_USE_LIGHTMAP",
          "type": "boolean",
          "defines": []
        },
        {
          "name": "CC_RECEIVE_SHADOW",
          "type": "boolean",
          "defines": []
        },
        {
          "name": "CC_USE_MORPH",
          "type": "boolean",
          "defines": []
        },
        {
          "name": "CC_MORPH_TARGET_COUNT",
          "type": "number",
          "defines": [
            "CC_USE_MORPH"
          ],
          "range": [
            2,
            8
          ]
        },
        {
          "name": "CC_MORPH_TARGET_HAS_POSITION",
          "type": "boolean",
          "defines": [
            "CC_USE_MORPH"
          ]
        },
        {
          "name": "CC_MORPH_TARGET_HAS_NORMAL",
          "type": "boolean",
          "defines": [
            "CC_USE_MORPH"
          ]
        },
        {
          "name": "CC_MORPH_TARGET_HAS_TANGENT",
          "type": "boolean",
          "defines": [
            "CC_USE_MORPH"
          ]
        },
        {
          "name": "CC_MORPH_PRECOMPUTED",
          "type": "boolean",
          "defines": [
            "CC_USE_MORPH"
          ]
        },
        {
          "name": "CC_USE_REAL_TIME_JOINT_TEXTURE",
          "type": "boolean",
          "defines": [
            "CC_USE_SKINNING",
            "!CC_USE_BAKED_ANIMATION"
          ]
        },
        {
          "name": "CC_USE_FOG",
          "type": "number",
          "defines": [],
          "range": [
            0,
            4
          ]
        },
        {
          "name": "CC_USE_ACCURATE_FOG",
          "type": "boolean",
          "defines": []
        },
        {
          "name": "CC_SUPPORT_CASCADED_SHADOW_MAP",
          "type": "boolean",
          "defines": []
        },
        {
          "name": "USE_VERTEX_COLOR",
          "type": "boolean",
          "defines": []
        },
        {
          "name": "USE_NORMAL_MAP",
          "type": "boolean",
          "defines": []
        },
        {
          "name": "HAS_SECOND_UV",
          "type": "boolean",
          "defines": []
        },
        {
          "name": "CC_FORWARD_ADD",
          "type": "boolean",
          "defines": []
        },
        {
          "name": "USE_TWOSIDE",
          "type": "boolean",
          "defines": []
        },
        {
          "name": "SAMPLE_FROM_RT",
          "type": "boolean",
          "defines": []
        },
        {
          "name": "CC_USE_DEBUG_VIEW",
          "type": "number",
          "defines": [],
          "range": [
            0,
            3
          ]
        },
        {
          "name": "CC_SHADOWMAP_FORMAT",
          "type": "number",
          "defines": [
            "CC_RECEIVE_SHADOW"
          ],
          "range": [
            0,
            3
          ]
        },
        {
          "name": "CC_SHADOWMAP_USE_LINEAR_DEPTH",
          "type": "boolean",
          "defines": [
            "CC_RECEIVE_SHADOW"
          ]
        },
        {
          "name": "CC_DIR_SHADOW_PCF_TYPE",
          "type": "number",
          "defines": [
            "CC_RECEIVE_SHADOW"
          ],
          "range": [
            0,
            3
          ]
        },
        {
          "name": "CC_USE_IBL",
          "type": "number",
          "defines": [],
          "range": [
            0,
            2
          ]
        },
        {
          "name": "CC_USE_DIFFUSEMAP",
          "type": "number",
          "defines": [],
          "range": [
            0,
            2
          ]
        },
        {
          "name": "USE_REFLECTION_DENOISE",
          "type": "boolean",
          "defines": []
        },
        {
          "name": "CC_SHADOW_TYPE",
          "type": "number",
          "defines": [
            "CC_RECEIVE_SHADOW"
          ],
          "range": [
            0,
            3
          ]
        },
        {
          "name": "CC_DIR_LIGHT_SHADOW_TYPE",
          "type": "number",
          "defines": [
            "CC_RECEIVE_SHADOW",
            "CC_SHADOW_TYPE"
          ],
          "range": [
            0,
            3
          ]
        },
        {
          "name": "CC_USE_HDR",
          "type": "boolean",
          "defines": []
        },
        {
          "name": "CC_IBL_CONVOLUTED",
          "type": "boolean",
          "defines": [
            "USE_REFLECTION_DENOISE",
            "CC_USE_IBL"
          ]
        },
        {
          "name": "TEXTURE_UV",
          "type": "string",
          "defines": [],
          "options": [
            "v_uv",
            "v_uv1"
          ]
        },
        {
          "name": "USE_ALBEDO_MAP",
          "type": "boolean",
          "defines": []
        },
        {
          "name": "USE_WEIGHT_MAP",
          "type": "boolean",
          "defines": []
        },
        {
          "name": "NORMAL_UV",
          "type": "string",
          "defines": [
            "USE_NORMAL_MAP"
          ],
          "options": [
            "v_uv",
            "v_uv1"
          ]
        },
        {
          "name": "USE_METALLIC_MAP",
          "type": "boolean",
          "defines": []
        },
        {
          "name": "METALLIC_CHANNEL",
          "type": "string",
          "defines": [
            "USE_METALLIC_MAP"
          ],
          "options": [
            "r",
            "g",
            "b",
            "a"
          ]
        },
        {
          "name": "USE_ROUGHNESS_MAP",
          "type": "boolean",
          "defines": []
        },
        {
          "name": "ROUGHNESS_CHANNEL",
          "type": "string",
          "defines": [
            "USE_ROUGHNESS_MAP"
          ],
          "options": [
            "r",
            "g",
            "b",
            "a"
          ]
        },
        {
          "name": "USE_OCCLUSION_MAP",
          "type": "boolean",
          "defines": []
        },
        {
          "name": "OCCLUSION_CHANNEL",
          "type": "string",
          "defines": [
            "USE_OCCLUSION_MAP"
          ],
          "options": [
            "r",
            "g",
            "b",
            "a"
          ]
        },
        {
          "name": "USE_TRANSPARENCY_MAP",
          "type": "boolean",
          "defines": []
        },
        {
          "name": "USE_TRANSPARENCYCOLOR_MAP",
          "type": "boolean",
          "defines": []
        },
        {
          "name": "USE_EMISSIVE_MAP",
          "type": "boolean",
          "defines": []
        },
        {
          "name": "USE_EMISSIVESCALE_MAP",
          "type": "boolean",
          "defines": []
        },
        {
          "name": "USE_OPACITY_MAP",
          "type": "boolean",
          "defines": []
        },
        {
          "name": "ALPHA_SOURCE_CHANNEL",
          "type": "string",
          "defines": [
            "USE_OPACITY_MAP"
          ],
          "options": [
            "r",
            "g",
            "b",
            "a"
          ]
        },
        {
          "name": "USE_METALLIC_CHANNEL",
          "type": "boolean",
          "defines": [
            "USE_METALLIC_MAP"
          ]
        },
        {
          "name": "USE_ROUGHNESS_CHANNEL",
          "type": "boolean",
          "defines": [
            "USE_ROUGHNESS_MAP"
          ]
        },
        {
          "name": "USE_OCCLUSION_CHANNEL",
          "type": "boolean",
          "defines": [
            "USE_OCCLUSION_MAP"
          ]
        },
        {
          "name": "ALPHA_SOURCE_IS_OPACITY",
          "type": "boolean",
          "defines": []
        },
        {
          "name": "USE_ALPHA_TEST",
          "type": "boolean",
          "defines": []
        },
        {
          "name": "CC_PIPELINE_TYPE",
          "type": "number",
          "defines": [
            "CC_FORWARD_ADD"
          ],
          "range": [
            0,
            1
          ]
        },
        {
          "name": "CC_FORCE_FORWARD_SHADING",
          "type": "boolean",
          "defines": [
            "CC_FORWARD_ADD"
          ]
        }
      ],
      "name": "dcc/imported-metallic-roughness|standard-vs|standard-fs"
    },
    {
      "blocks": [
        {
          "name": "Constants",
          "members": [
            {
              "name": "tilingOffset",
              "type": 16,
              "count": 1
            },
            {
              "name": "albedo",
              "type": 16,
              "count": 1
            },
            {
              "name": "albedoScaleAndCutoff",
              "type": 16,
              "count": 1
            },
            {
              "name": "emissive",
              "type": 16,
              "count": 1
            },
            {
              "name": "emissiveScale",
              "type": 13,
              "count": 1
            },
            {
              "name": "occlusion",
              "type": 13,
              "count": 1
            },
            {
              "name": "roughness",
              "type": 13,
              "count": 1
            },
            {
              "name": "metallic",
              "type": 13,
              "count": 1
            },
            {
              "name": "normalStrength",
              "type": 13,
              "count": 1
            },
            {
              "name": "alphaSource",
              "type": 13,
              "count": 1
            },
            {
              "name": "albedoScale",
              "type": 13,
              "count": 1
            }
          ],
          "defines": [],
          "stageFlags": 17,
          "binding": 0
        }
      ],
      "samplerTextures": [
        {
          "name": "albedoMap",
          "type": 28,
          "count": 1,
          "defines": [
            "USE_ALBEDO_MAP"
          ],
          "stageFlags": 16,
          "binding": 1
        },
        {
          "name": "alphaSourceMap",
          "type": 28,
          "count": 1,
          "defines": [
            "USE_OPACITY_MAP"
          ],
          "stageFlags": 16,
          "binding": 2
        }
      ],
      "samplers": [],
      "textures": [],
      "buffers": [],
      "images": [],
      "subpassInputs": [],
      "attributes": [
        {
          "name": "a_position",
          "defines": [],
          "format": 32,
          "location": 0
        },
        {
          "name": "a_normal",
          "defines": [],
          "format": 32,
          "location": 1
        },
        {
          "name": "a_texCoord",
          "defines": [],
          "format": 21,
          "location": 2
        },
        {
          "name": "a_tangent",
          "defines": [],
          "format": 44,
          "location": 3
        },
        {
          "name": "a_joints",
          "defines": [
            "CC_USE_SKINNING"
          ],
          "location": 4
        },
        {
          "name": "a_weights",
          "defines": [
            "CC_USE_SKINNING"
          ],
          "format": 44,
          "location": 5
        },
        {
          "name": "a_jointAnimInfo",
          "defines": [
            "USE_INSTANCING",
            "CC_USE_BAKED_ANIMATION"
          ],
          "format": 44,
          "isInstanced": true,
          "location": 6
        },
        {
          "name": "a_matWorld0",
          "defines": [
            "USE_INSTANCING"
          ],
          "format": 44,
          "isInstanced": true,
          "location": 7
        },
        {
          "name": "a_matWorld1",
          "defines": [
            "USE_INSTANCING"
          ],
          "format": 44,
          "isInstanced": true,
          "location": 8
        },
        {
          "name": "a_matWorld2",
          "defines": [
            "USE_INSTANCING"
          ],
          "format": 44,
          "isInstanced": true,
          "location": 9
        },
        {
          "name": "a_lightingMapUVParam",
          "defines": [
            "USE_INSTANCING",
            "CC_USE_LIGHTMAP"
          ],
          "format": 44,
          "isInstanced": true,
          "location": 10
        },
        {
          "name": "a_localShadowBias",
          "defines": [
            "USE_INSTANCING",
            "CC_RECEIVE_SHADOW"
          ],
          "format": 21,
          "isInstanced": true,
          "location": 11
        },
        {
          "name": "a_vertexId",
          "defines": [
            "CC_USE_MORPH"
          ],
          "format": 11,
          "location": 12
        },
        {
          "name": "a_texCoord1",
          "defines": [],
          "format": 21,
          "location": 13
        }
      ],
      "varyings": [
        {
          "name": "v_uv",
          "type": 14,
          "count": 1,
          "defines": [],
          "stageFlags": 17,
          "location": 0
        },
        {
          "name": "v_uv1",
          "type": 14,
          "count": 1,
          "defines": [],
          "stageFlags": 17,
          "location": 1
        },
        {
          "name": "v_worldPos",
          "type": 16,
          "count": 1,
          "defines": [],
          "stageFlags": 17,
          "location": 2
        },
        {
          "name": "v_clip_depth",
          "type": 14,
          "count": 1,
          "defines": [],
          "stageFlags": 17,
          "location": 3
        }
      ],
      "fragColors": [
        {
          "name": "cc_FragColor",
          "typename": "vec4",
          "type": 16,
          "count": 1,
          "defines": [],
          "stageFlags": 16,
          "location": 0
        }
      ],
      "hash": 154024286,
      "glsl4": {
        "vert": "#extension GL_EXT_shader_explicit_arithmetic_types_int32: require\nprecision highp float;\n#define QUATER_PI         0.78539816340\n#define HALF_PI           1.57079632679\n#define PI                3.14159265359\n#define PI2               6.28318530718\n#define PI4               12.5663706144\n#define INV_QUATER_PI     1.27323954474\n#define INV_HALF_PI       0.63661977237\n#define INV_PI            0.31830988618\n#define INV_PI2           0.15915494309\n#define INV_PI4           0.07957747155\n#define EPSILON           1e-6\n#define EPSILON_LOWP      1e-4\n#define LOG2              1.442695\n#define EXP_VALUE         2.71828183f\n#define FP_MAX            65504.0\n#define FP_SCALE          0.0009765625\n#define FP_SCALE_INV      1024.0\n#define GRAY_VECTOR       vec3(0.299, 0.587, 0.114)\n#define CC_LIGHTMAP_DISABLED 0\n#define CC_LIGHTMAP_ALL_IN_ONE 1\n#define CC_LIGHTMAP_CC_LIGHTMAP_INDIRECT_OCCLUSION 2\nstruct StandardVertInput {\n  highp vec4 position;\n  vec3 normal;\n  vec4 tangent;\n};\nlayout(location = 0) in vec3 a_position;\nlayout(location = 1) in vec3 a_normal;\nlayout(location = 2) in vec2 a_texCoord;\nlayout(location = 3) in vec4 a_tangent;\n#if CC_USE_SKINNING\n    layout(location = 4) in u32vec4 a_joints;\n  layout(location = 5) in vec4 a_weights;\n#endif\n#if USE_INSTANCING\n  #if CC_USE_BAKED_ANIMATION\n    layout(location = 6) in highp vec4 a_jointAnimInfo;\n  #endif\n  layout(location = 7) in vec4 a_matWorld0;\n  layout(location = 8) in vec4 a_matWorld1;\n  layout(location = 9) in vec4 a_matWorld2;\n  #if CC_USE_LIGHTMAP\n    layout(location = 10) in vec4 a_lightingMapUVParam;\n  #endif\n  #if CC_RECEIVE_SHADOW\n    layout(location = 11) in vec2 a_localShadowBias;\n  #endif\n#endif\n#if CC_USE_MORPH\n    int getVertexId() {\n      return gl_VertexIndex;\n    }\n#endif\nhighp float decode32 (highp vec4 rgba) {\n  rgba = rgba * 255.0;\n  highp float Sign = 1.0 - (step(128.0, (rgba[3]) + 0.5)) * 2.0;\n  highp float Exponent = 2.0 * (mod(float(int((rgba[3]) + 0.5)), 128.0)) + (step(128.0, (rgba[2]) + 0.5)) - 127.0;\n  highp float Mantissa = (mod(float(int((rgba[2]) + 0.5)), 128.0)) * 65536.0 + rgba[1] * 256.0 + rgba[0] + 8388608.0;\n  return Sign * exp2(Exponent - 23.0) * Mantissa;\n}\n#if CC_USE_MORPH\n  layout(set = 2, binding = 4) uniform CCMorph {\n    vec4 cc_displacementWeights[15];\n    vec4 cc_displacementTextureInfo;\n  };\n  #if CC_MORPH_TARGET_HAS_POSITION\n    layout(set = 2, binding = 7) uniform sampler2D cc_PositionDisplacements;\n  #endif\n  #if CC_MORPH_TARGET_HAS_NORMAL\n    layout(set = 2, binding = 8) uniform sampler2D cc_NormalDisplacements;\n  #endif\n  #if CC_MORPH_TARGET_HAS_TANGENT\n    layout(set = 2, binding = 9) uniform sampler2D cc_TangentDisplacements;\n  #endif\n  vec2 getPixelLocation(vec2 textureResolution, int pixelIndex) {\n    float pixelIndexF = float(pixelIndex);\n    float x = mod(pixelIndexF, textureResolution.x);\n    float y = floor(pixelIndexF / textureResolution.x);\n    return vec2(x, y);\n  }\n  vec2 getPixelCoordFromLocation(vec2 location, vec2 textureResolution) {\n    return (vec2(location.x, location.y) + .5) / textureResolution;\n  }\n  #if CC_DEVICE_SUPPORT_FLOAT_TEXTURE\n      vec4 fetchVec3ArrayFromTexture(sampler2D tex, int pixelIndex) {\n        ivec2 texSize = textureSize(tex, 0);\n        return texelFetch(tex, ivec2(pixelIndex % texSize.x, pixelIndex / texSize.x), 0);\n      }\n  #else\n    vec4 fetchVec3ArrayFromTexture(sampler2D tex, int elementIndex) {\n      int pixelIndex = elementIndex * 4;\n      vec2 location = getPixelLocation(cc_displacementTextureInfo.xy, pixelIndex);\n      vec2 x = getPixelCoordFromLocation(location + vec2(0.0, 0.0), cc_displacementTextureInfo.xy);\n      vec2 y = getPixelCoordFromLocation(location + vec2(1.0, 0.0), cc_displacementTextureInfo.xy);\n      vec2 z = getPixelCoordFromLocation(location + vec2(2.0, 0.0), cc_displacementTextureInfo.xy);\n      return vec4(\n        decode32(texture(tex, x)),\n        decode32(texture(tex, y)),\n        decode32(texture(tex, z)),\n        1.0\n      );\n    }\n  #endif\n  float getDisplacementWeight(int index) {\n    int quot = index / 4;\n    int remainder = index - quot * 4;\n    if (remainder == 0) {\n      return cc_displacementWeights[quot].x;\n    } else if (remainder == 1) {\n      return cc_displacementWeights[quot].y;\n    } else if (remainder == 2) {\n      return cc_displacementWeights[quot].z;\n    } else {\n      return cc_displacementWeights[quot].w;\n    }\n  }\n  vec3 getVec3DisplacementFromTexture(sampler2D tex, int vertexIndex) {\n  #if CC_MORPH_PRECOMPUTED\n    return fetchVec3ArrayFromTexture(tex, vertexIndex).rgb;\n  #else\n    vec3 result = vec3(0, 0, 0);\n    int nVertices = int(cc_displacementTextureInfo.z);\n    for (int iTarget = 0; iTarget < CC_MORPH_TARGET_COUNT; ++iTarget) {\n      result += (fetchVec3ArrayFromTexture(tex, nVertices * iTarget + vertexIndex).rgb * getDisplacementWeight(iTarget));\n    }\n    return result;\n  #endif\n  }\n  #if CC_MORPH_TARGET_HAS_POSITION\n  vec3 getPositionDisplacement(int vertexId) {\n      return getVec3DisplacementFromTexture(cc_PositionDisplacements, vertexId);\n  }\n  #endif\n  #if CC_MORPH_TARGET_HAS_NORMAL\n  vec3 getNormalDisplacement(int vertexId) {\n      return getVec3DisplacementFromTexture(cc_NormalDisplacements, vertexId);\n  }\n  #endif\n  #if CC_MORPH_TARGET_HAS_TANGENT\n  vec3 getTangentDisplacement(int vertexId) {\n      return getVec3DisplacementFromTexture(cc_TangentDisplacements, vertexId);\n  }\n  #endif\n  void applyMorph (inout vec4 position, inout vec3 normal, inout vec4 tangent) {\n    int vertexId = getVertexId();\n  #if CC_MORPH_TARGET_HAS_POSITION\n    position.xyz = position.xyz + getPositionDisplacement(vertexId);\n  #endif\n  #if CC_MORPH_TARGET_HAS_NORMAL\n    normal.xyz = normal.xyz + getNormalDisplacement(vertexId);\n  #endif\n  #if CC_MORPH_TARGET_HAS_TANGENT\n    tangent.xyz = tangent.xyz + getTangentDisplacement(vertexId);\n  #endif\n  }\n  void applyMorph (inout vec4 position) {\n  #if CC_MORPH_TARGET_HAS_POSITION\n    position.xyz = position.xyz + getPositionDisplacement(getVertexId());\n  #endif\n  }\n#endif\n#if CC_USE_SKINNING\n  #if CC_USE_BAKED_ANIMATION\n    layout(set = 2, binding = 3) uniform CCSkinningTexture {\n      highp vec4 cc_jointTextureInfo;\n    };\n    layout(set = 2, binding = 2) uniform CCSkinningAnimation {\n      highp vec4 cc_jointAnimInfo;\n    };\n    layout(set = 2, binding = 6) uniform highp sampler2D cc_jointTexture;\n    void CCGetJointTextureCoords(float pixelsPerJoint, float jointIdx, out highp float x, out highp float y, out highp float invSize)\n    {\n      #if USE_INSTANCING\n        highp float temp = pixelsPerJoint * (a_jointAnimInfo.x * a_jointAnimInfo.y + jointIdx) + a_jointAnimInfo.z;\n      #else\n        highp float temp = pixelsPerJoint * (cc_jointAnimInfo.x * cc_jointTextureInfo.y + jointIdx) + cc_jointTextureInfo.z;\n      #endif\n      invSize = cc_jointTextureInfo.w;\n      highp float tempY = floor(temp * invSize);\n      x = floor(temp - tempY * cc_jointTextureInfo.x);\n      y = (tempY + 0.5) * invSize;\n    }\n  #else\n    #if CC_USE_REAL_TIME_JOINT_TEXTURE\n      layout(set = 2, binding = 6) uniform highp sampler2D cc_realtimeJoint;\n    #else\n      layout(set = 2, binding = 3) uniform CCSkinning {\n        highp vec4 cc_joints[CC_JOINT_UNIFORM_CAPACITY * 3];\n      };\n    #endif\n  #endif\n  #if CC_USE_BAKED_ANIMATION\n    #if CC_DEVICE_SUPPORT_FLOAT_TEXTURE\n      mat4 getJointMatrix (float i) {\n        highp float x, y, invSize;\n        CCGetJointTextureCoords(3.0, i, x, y, invSize);\n        vec4 v1 = texture(cc_jointTexture, vec2((x + 0.5) * invSize, y));\n        vec4 v2 = texture(cc_jointTexture, vec2((x + 1.5) * invSize, y));\n        vec4 v3 = texture(cc_jointTexture, vec2((x + 2.5) * invSize, y));\n        return mat4(vec4(v1.xyz, 0.0), vec4(v2.xyz, 0.0), vec4(v3.xyz, 0.0), vec4(v1.w, v2.w, v3.w, 1.0));\n      }\n    #else\n      mat4 getJointMatrix (float i) {\n        highp float x, y, invSize;\n        CCGetJointTextureCoords(12.0, i, x, y, invSize);\n        vec4 v1 = vec4(\n          decode32(texture(cc_jointTexture, vec2((x + 0.5) * invSize, y))),\n          decode32(texture(cc_jointTexture, vec2((x + 1.5) * invSize, y))),\n          decode32(texture(cc_jointTexture, vec2((x + 2.5) * invSize, y))),\n          decode32(texture(cc_jointTexture, vec2((x + 3.5) * invSize, y)))\n        );\n        vec4 v2 = vec4(\n          decode32(texture(cc_jointTexture, vec2((x + 4.5) * invSize, y))),\n          decode32(texture(cc_jointTexture, vec2((x + 5.5) * invSize, y))),\n          decode32(texture(cc_jointTexture, vec2((x + 6.5) * invSize, y))),\n          decode32(texture(cc_jointTexture, vec2((x + 7.5) * invSize, y)))\n        );\n        vec4 v3 = vec4(\n          decode32(texture(cc_jointTexture, vec2((x + 8.5) * invSize, y))),\n          decode32(texture(cc_jointTexture, vec2((x + 9.5) * invSize, y))),\n          decode32(texture(cc_jointTexture, vec2((x + 10.5) * invSize, y))),\n          decode32(texture(cc_jointTexture, vec2((x + 11.5) * invSize, y)))\n        );\n        return mat4(vec4(v1.xyz, 0.0), vec4(v2.xyz, 0.0), vec4(v3.xyz, 0.0), vec4(v1.w, v2.w, v3.w, 1.0));\n      }\n    #endif\n  #else\n    #if CC_USE_REAL_TIME_JOINT_TEXTURE\n      #if CC_DEVICE_SUPPORT_FLOAT_TEXTURE\n        mat4 getJointMatrix (float i) {\n          float x = i;\n          vec4 v1 = texture(cc_realtimeJoint, vec2( x / 256.0, 0.5 / 3.0));\n          vec4 v2 = texture(cc_realtimeJoint, vec2( x / 256.0, 1.5 / 3.0));\n          vec4 v3 = texture(cc_realtimeJoint, vec2( x / 256.0, 2.5 / 3.0));\n          return mat4(vec4(v1.xyz, 0.0), vec4(v2.xyz, 0.0), vec4(v3.xyz, 0.0), vec4(v1.w, v2.w, v3.w, 1.0));\n        }\n      #else\n        mat4 getJointMatrix (float i) {\n         float x = 4.0 * i;\n          vec4 v1 = vec4(\n            decode32(texture(cc_realtimeJoint, vec2((x + 0.5)/ 1024.0, 0.5 / 3.0))),\n            decode32(texture(cc_realtimeJoint, vec2((x + 1.5)/ 1024.0, 0.5 / 3.0))),\n            decode32(texture(cc_realtimeJoint, vec2((x + 2.5)/ 1024.0, 0.5 / 3.0))),\n            decode32(texture(cc_realtimeJoint, vec2((x + 3.5)/ 1024.0, 0.5 / 3.0)))\n          );\n          vec4 v2 = vec4(\n            decode32(texture(cc_realtimeJoint, vec2((x + 0.5)/ 1024.0, 1.5 / 3.0))),\n            decode32(texture(cc_realtimeJoint, vec2((x + 1.5)/ 1024.0, 1.5 / 3.0))),\n            decode32(texture(cc_realtimeJoint, vec2((x + 2.5)/ 1024.0, 1.5 / 3.0))),\n            decode32(texture(cc_realtimeJoint, vec2((x + 3.5)/ 1024.0, 1.5 / 3.0)))\n          );\n          vec4 v3 = vec4(\n            decode32(texture(cc_realtimeJoint, vec2((x + 0.5)/ 1024.0, 2.5 / 3.0))),\n            decode32(texture(cc_realtimeJoint, vec2((x + 1.5)/ 1024.0, 2.5 / 3.0))),\n            decode32(texture(cc_realtimeJoint, vec2((x + 2.5)/ 1024.0, 2.5 / 3.0))),\n            decode32(texture(cc_realtimeJoint, vec2((x + 3.5)/ 1024.0, 2.5 / 3.0)))\n          );\n          return mat4(vec4(v1.xyz, 0.0), vec4(v2.xyz, 0.0), vec4(v3.xyz, 0.0), vec4(v1.w, v2.w, v3.w, 1.0));\n        }\n      #endif\n    #else\n      mat4 getJointMatrix (float i) {\n        int idx = int(i);\n        vec4 v1 = cc_joints[idx * 3];\n        vec4 v2 = cc_joints[idx * 3 + 1];\n        vec4 v3 = cc_joints[idx * 3 + 2];\n        return mat4(vec4(v1.xyz, 0.0), vec4(v2.xyz, 0.0), vec4(v3.xyz, 0.0), vec4(v1.w, v2.w, v3.w, 1.0));\n      }\n    #endif\n  #endif\n  mat4 skinMatrix () {\n    vec4 joints = vec4(a_joints);\n    return getJointMatrix(joints.x) * a_weights.x\n         + getJointMatrix(joints.y) * a_weights.y\n         + getJointMatrix(joints.z) * a_weights.z\n         + getJointMatrix(joints.w) * a_weights.w;\n  }\n  void CCSkin (inout vec4 position) {\n    mat4 m = skinMatrix();\n    position = m * position;\n  }\n  void CCSkin (inout vec4 position, inout vec3 normal, inout vec4 tangent) {\n    mat4 m = skinMatrix();\n    position = m * position;\n    normal = (m * vec4(normal, 0.0)).xyz;\n    tangent.xyz = (m * vec4(tangent.xyz, 0.0)).xyz;\n  }\n#endif\nvoid CCVertInput(inout StandardVertInput In)\n{\n    In.position = vec4(a_position, 1.0);\n    In.normal = a_normal;\n    In.tangent = a_tangent;\n  #if CC_USE_MORPH\n    applyMorph(In.position, In.normal, In.tangent);\n  #endif\n  #if CC_USE_SKINNING\n    CCSkin(In.position, In.normal, In.tangent);\n  #endif\n}\n#if !USE_INSTANCING\n  layout(set = 2, binding = 0) uniform CCLocal {\n    highp mat4 cc_matWorld;\n    highp mat4 cc_matWorldIT;\n    highp vec4 cc_lightingMapUVParam;\n    highp vec4 cc_localShadowBias;\n  };\n#endif\nvoid CCGetWorldMatrixFull(out mat4 matWorld, out mat4 matWorldIT)\n{\n  #if USE_INSTANCING\n    matWorld = mat4(\n      vec4(a_matWorld0.xyz, 0.0),\n      vec4(a_matWorld1.xyz, 0.0),\n      vec4(a_matWorld2.xyz, 0.0),\n      vec4(a_matWorld0.w, a_matWorld1.w, a_matWorld2.w, 1.0)\n    );\n    matWorldIT = matWorld;\n  #else\n    matWorld = cc_matWorld;\n    matWorldIT = cc_matWorldIT;\n  #endif\n}\nlayout(set = 1, binding = 0) uniform Constants {\n  vec4 tilingOffset;\n  vec4 albedo;\n  vec4 albedoScaleAndCutoff;\n  vec4 emissive;\n  float emissiveScale;\n  float occlusion;\n  float roughness;\n  float metallic;\n  float normalStrength;\n  float alphaSource;\n  float albedoScale;\n};\nlayout(set = 0, binding = 2) uniform CCShadow {\n  highp mat4 cc_matLightView;\n  highp mat4 cc_matLightViewProj;\n  highp vec4 cc_shadowInvProjDepthInfo;\n  highp vec4 cc_shadowProjDepthInfo;\n  highp vec4 cc_shadowProjInfo;\n  mediump vec4 cc_shadowNFLSInfo;\n  mediump vec4 cc_shadowWHPBInfo;\n  mediump vec4 cc_shadowLPNNInfo;\n  lowp vec4 cc_shadowColor;\n  mediump vec4 cc_planarNDInfo;\n};\n#if HAS_SECOND_UV || CC_USE_LIGHTMAP\n  layout(location = 13) in vec2 a_texCoord1;\n#endif\nlayout(location = 0) out vec2 v_uv;\nlayout(location = 1) out vec2 v_uv1;\nlayout(location = 2) out vec4 v_worldPos;\nlayout(location = 3) out highp vec2 v_clip_depth;\nvec4 vert () {\n  StandardVertInput In;\n  CCVertInput(In);\n  mat4 matWorld, matWorldIT;\n  CCGetWorldMatrixFull(matWorld, matWorldIT);\n  v_worldPos = matWorld * In.position;\n  vec4 clipPos = cc_matLightViewProj * v_worldPos;\n  v_uv = a_texCoord * tilingOffset.xy + tilingOffset.zw;\n  #if HAS_SECOND_UV\n    v_uv1 = a_texCoord1 * tilingOffset.xy + tilingOffset.zw;\n  #endif\n  v_clip_depth = clipPos.zw;\n  return clipPos;\n}\nvoid main() { gl_Position = vert(); }",
        "frag": "\nprecision highp float;\nlayout(set = 1, binding = 0) uniform Constants {\n  vec4 tilingOffset;\n  vec4 albedo;\n  vec4 albedoScaleAndCutoff;\n  vec4 emissive;\n  float emissiveScale;\n  float occlusion;\n  float roughness;\n  float metallic;\n  float normalStrength;\n  float alphaSource;\n  float albedoScale;\n};\nvec4 packDepthToRGBA (float depth) {\n  vec4 ret = vec4(1.0, 255.0, 65025.0, 16581375.0) * depth;\n  ret = fract(ret);\n  ret -= vec4(ret.yzw, 0.0) / 255.0;\n  return ret;\n}\nlayout(set = 0, binding = 2) uniform CCShadow {\n  highp mat4 cc_matLightView;\n  highp mat4 cc_matLightViewProj;\n  highp vec4 cc_shadowInvProjDepthInfo;\n  highp vec4 cc_shadowProjDepthInfo;\n  highp vec4 cc_shadowProjInfo;\n  mediump vec4 cc_shadowNFLSInfo;\n  mediump vec4 cc_shadowWHPBInfo;\n  mediump vec4 cc_shadowLPNNInfo;\n  lowp vec4 cc_shadowColor;\n  mediump vec4 cc_planarNDInfo;\n};\n#if CC_SUPPORT_CASCADED_SHADOW_MAP\n  layout(set = 0, binding = 3) uniform CCCSM {\n    highp vec4 cc_csmViewDir0[4];\n    highp vec4 cc_csmViewDir1[4];\n    highp vec4 cc_csmViewDir2[4];\n    highp vec4 cc_csmAtlas[4];\n    highp mat4 cc_matCSMViewProj[4];\n    highp vec4 cc_csmProjDepthInfo[4];\n    highp vec4 cc_csmProjInfo[4];\n    highp vec4 cc_csmSplitsInfo;\n  };\n#endif\n#define QUATER_PI         0.78539816340\n#define HALF_PI           1.57079632679\n#define PI                3.14159265359\n#define PI2               6.28318530718\n#define PI4               12.5663706144\n#define INV_QUATER_PI     1.27323954474\n#define INV_HALF_PI       0.63661977237\n#define INV_PI            0.31830988618\n#define INV_PI2           0.15915494309\n#define INV_PI4           0.07957747155\n#define EPSILON           1e-6\n#define EPSILON_LOWP      1e-4\n#define LOG2              1.442695\n#define EXP_VALUE         2.71828183f\n#define FP_MAX            65504.0\n#define FP_SCALE          0.0009765625\n#define FP_SCALE_INV      1024.0\n#define GRAY_VECTOR       vec3(0.299, 0.587, 0.114)\n#define CC_LIGHTMAP_DISABLED 0\n#define CC_LIGHTMAP_ALL_IN_ONE 1\n#define CC_LIGHTMAP_CC_LIGHTMAP_INDIRECT_OCCLUSION 2\nfloat GetLinearDepthFromViewSpace(vec3 viewPos, float near, float far) {\n  float dist = length(viewPos);\n  return (dist - near) / (far - near);\n}\nfloat CCGetLinearDepth(vec3 worldPos, float viewSpaceBias) {\n\tvec4 viewPos = cc_matLightView * vec4(worldPos.xyz, 1.0);\n  viewPos.z += viewSpaceBias;\n\treturn GetLinearDepthFromViewSpace(viewPos.xyz, cc_shadowNFLSInfo.x, cc_shadowNFLSInfo.y);\n}\nfloat CCGetLinearDepth(vec3 worldPos) {\n\treturn CCGetLinearDepth(worldPos, 0.0);\n}\n#if CC_RECEIVE_SHADOW\n  layout(set = 0, binding = 0) uniform CCGlobal {\n    highp   vec4 cc_time;\n    mediump vec4 cc_screenSize;\n    mediump vec4 cc_nativeSize;\n    mediump vec4 cc_debug_view_mode;\n    mediump vec4 cc_debug_view_composite_pack_1;\n    mediump vec4 cc_debug_view_composite_pack_2;\n    mediump vec4 cc_debug_view_composite_pack_3;\n  };\n  layout(set = 0, binding = 1) uniform CCCamera {\n    highp   mat4 cc_matView;\n    highp   mat4 cc_matViewInv;\n    highp   mat4 cc_matProj;\n    highp   mat4 cc_matProjInv;\n    highp   mat4 cc_matViewProj;\n    highp   mat4 cc_matViewProjInv;\n    highp   vec4 cc_cameraPos;\n    mediump vec4 cc_surfaceTransform;\n    mediump vec4 cc_screenScale;\n    mediump vec4 cc_exposure;\n    mediump vec4 cc_mainLitDir;\n    mediump vec4 cc_mainLitColor;\n    mediump vec4 cc_ambientSky;\n    mediump vec4 cc_ambientGround;\n    mediump vec4 cc_fogColor;\n    mediump vec4 cc_fogBase;\n    mediump vec4 cc_fogAdd;\n    mediump vec4 cc_nearFar;\n    mediump vec4 cc_viewPort;\n  };\n  layout(set = 0, binding = 4) uniform highp sampler2D cc_shadowMap;\n  layout(set = 0, binding = 6) uniform highp sampler2D cc_spotShadowMap;\n  #if CC_SUPPORT_CASCADED_SHADOW_MAP\n  #else\n  #endif\n#endif\nlayout(location = 0) in vec2 v_uv;\nlayout(location = 1) in vec2 v_uv1;\nlayout(location = 2) in vec4 v_worldPos;\nlayout(location = 3) in highp vec2 v_clip_depth;\n#if USE_ALBEDO_MAP\n  layout(set = 1, binding = 1) uniform sampler2D albedoMap;\n#endif\n#if USE_OPACITY_MAP\n  layout(set = 1, binding = 2) uniform sampler2D alphaSourceMap;\n#endif\nvec4 frag () {\n  #if USE_ALPHA_TEST\n    float alpha = albedo.a;\n    #if USE_ALBEDO_MAP\n      alpha = texture(albedoMap, TEXTURE_UV).a;\n    #endif\n    #if ALPHA_SOURCE_IS_OPACITY\n      #if USE_OPACITY_MAP\n        alpha = 1.0 - texture(alphaSourceMap, TEXTURE_UV).ALPHA_SOURCE_CHANNEL;\n      #else\n        alpha = 1.0 - alphaSource;\n      #endif\n    #else\n      #if USE_OPACITY_MAP\n        alpha = texture(alphaSourceMap, TEXTURE_UV).ALPHA_SOURCE_CHANNEL;\n      #else\n        alpha = alphaSource;\n      #endif\n    #endif\n    if (alpha < albedoScaleAndCutoff.w) discard;\n  #endif\n  highp float clipDepth = v_clip_depth.x / v_clip_depth.y * 0.5 + 0.5;\n  if(cc_shadowLPNNInfo.x > 0.000001 && cc_shadowLPNNInfo.x < 1.999999) {\n    #if CC_SHADOWMAP_USE_LINEAR_DEPTH\n      clipDepth = CCGetLinearDepth(v_worldPos.xyz);\n    #endif\n  }\n  #if CC_SHADOWMAP_FORMAT == 1\n    return packDepthToRGBA(clipDepth);\n  #else\n    return vec4(clipDepth, 1.0, 1.0, 1.0);\n  #endif\n}\nlayout(location = 0) out vec4 cc_FragColor;\nvoid main() { cc_FragColor = frag(); }"
      },
      "glsl3": {
        "vert": "\nprecision highp float;\n#define QUATER_PI         0.78539816340\n#define HALF_PI           1.57079632679\n#define PI                3.14159265359\n#define PI2               6.28318530718\n#define PI4               12.5663706144\n#define INV_QUATER_PI     1.27323954474\n#define INV_HALF_PI       0.63661977237\n#define INV_PI            0.31830988618\n#define INV_PI2           0.15915494309\n#define INV_PI4           0.07957747155\n#define EPSILON           1e-6\n#define EPSILON_LOWP      1e-4\n#define LOG2              1.442695\n#define EXP_VALUE         2.71828183f\n#define FP_MAX            65504.0\n#define FP_SCALE          0.0009765625\n#define FP_SCALE_INV      1024.0\n#define GRAY_VECTOR       vec3(0.299, 0.587, 0.114)\n#define CC_LIGHTMAP_DISABLED 0\n#define CC_LIGHTMAP_ALL_IN_ONE 1\n#define CC_LIGHTMAP_CC_LIGHTMAP_INDIRECT_OCCLUSION 2\nstruct StandardVertInput {\n  highp vec4 position;\n  vec3 normal;\n  vec4 tangent;\n};\nin vec3 a_position;\nin vec3 a_normal;\nin vec2 a_texCoord;\nin vec4 a_tangent;\n#if CC_USE_SKINNING\n    in vec4 a_joints;\n  in vec4 a_weights;\n#endif\n#if USE_INSTANCING\n  #if CC_USE_BAKED_ANIMATION\n    in highp vec4 a_jointAnimInfo;\n  #endif\n  in vec4 a_matWorld0;\n  in vec4 a_matWorld1;\n  in vec4 a_matWorld2;\n  #if CC_USE_LIGHTMAP\n    in vec4 a_lightingMapUVParam;\n  #endif\n  #if CC_RECEIVE_SHADOW\n    in vec2 a_localShadowBias;\n  #endif\n#endif\n#if CC_USE_MORPH\n    in float a_vertexId;\n    int getVertexId() {\n      return int(a_vertexId);\n    }\n#endif\nhighp float decode32 (highp vec4 rgba) {\n  rgba = rgba * 255.0;\n  highp float Sign = 1.0 - (step(128.0, (rgba[3]) + 0.5)) * 2.0;\n  highp float Exponent = 2.0 * (mod(float(int((rgba[3]) + 0.5)), 128.0)) + (step(128.0, (rgba[2]) + 0.5)) - 127.0;\n  highp float Mantissa = (mod(float(int((rgba[2]) + 0.5)), 128.0)) * 65536.0 + rgba[1] * 256.0 + rgba[0] + 8388608.0;\n  return Sign * exp2(Exponent - 23.0) * Mantissa;\n}\n#if CC_USE_MORPH\n  layout(std140) uniform CCMorph {\n    vec4 cc_displacementWeights[15];\n    vec4 cc_displacementTextureInfo;\n  };\n  #if CC_MORPH_TARGET_HAS_POSITION\n    uniform sampler2D cc_PositionDisplacements;\n  #endif\n  #if CC_MORPH_TARGET_HAS_NORMAL\n    uniform sampler2D cc_NormalDisplacements;\n  #endif\n  #if CC_MORPH_TARGET_HAS_TANGENT\n    uniform sampler2D cc_TangentDisplacements;\n  #endif\n  vec2 getPixelLocation(vec2 textureResolution, int pixelIndex) {\n    float pixelIndexF = float(pixelIndex);\n    float x = mod(pixelIndexF, textureResolution.x);\n    float y = floor(pixelIndexF / textureResolution.x);\n    return vec2(x, y);\n  }\n  vec2 getPixelCoordFromLocation(vec2 location, vec2 textureResolution) {\n    return (vec2(location.x, location.y) + .5) / textureResolution;\n  }\n  #if CC_DEVICE_SUPPORT_FLOAT_TEXTURE\n      vec4 fetchVec3ArrayFromTexture(sampler2D tex, int pixelIndex) {\n        ivec2 texSize = textureSize(tex, 0);\n        return texelFetch(tex, ivec2(pixelIndex % texSize.x, pixelIndex / texSize.x), 0);\n      }\n  #else\n    vec4 fetchVec3ArrayFromTexture(sampler2D tex, int elementIndex) {\n      int pixelIndex = elementIndex * 4;\n      vec2 location = getPixelLocation(cc_displacementTextureInfo.xy, pixelIndex);\n      vec2 x = getPixelCoordFromLocation(location + vec2(0.0, 0.0), cc_displacementTextureInfo.xy);\n      vec2 y = getPixelCoordFromLocation(location + vec2(1.0, 0.0), cc_displacementTextureInfo.xy);\n      vec2 z = getPixelCoordFromLocation(location + vec2(2.0, 0.0), cc_displacementTextureInfo.xy);\n      return vec4(\n        decode32(texture(tex, x)),\n        decode32(texture(tex, y)),\n        decode32(texture(tex, z)),\n        1.0\n      );\n    }\n  #endif\n  float getDisplacementWeight(int index) {\n    int quot = index / 4;\n    int remainder = index - quot * 4;\n    if (remainder == 0) {\n      return cc_displacementWeights[quot].x;\n    } else if (remainder == 1) {\n      return cc_displacementWeights[quot].y;\n    } else if (remainder == 2) {\n      return cc_displacementWeights[quot].z;\n    } else {\n      return cc_displacementWeights[quot].w;\n    }\n  }\n  vec3 getVec3DisplacementFromTexture(sampler2D tex, int vertexIndex) {\n  #if CC_MORPH_PRECOMPUTED\n    return fetchVec3ArrayFromTexture(tex, vertexIndex).rgb;\n  #else\n    vec3 result = vec3(0, 0, 0);\n    int nVertices = int(cc_displacementTextureInfo.z);\n    for (int iTarget = 0; iTarget < CC_MORPH_TARGET_COUNT; ++iTarget) {\n      result += (fetchVec3ArrayFromTexture(tex, nVertices * iTarget + vertexIndex).rgb * getDisplacementWeight(iTarget));\n    }\n    return result;\n  #endif\n  }\n  #if CC_MORPH_TARGET_HAS_POSITION\n  vec3 getPositionDisplacement(int vertexId) {\n      return getVec3DisplacementFromTexture(cc_PositionDisplacements, vertexId);\n  }\n  #endif\n  #if CC_MORPH_TARGET_HAS_NORMAL\n  vec3 getNormalDisplacement(int vertexId) {\n      return getVec3DisplacementFromTexture(cc_NormalDisplacements, vertexId);\n  }\n  #endif\n  #if CC_MORPH_TARGET_HAS_TANGENT\n  vec3 getTangentDisplacement(int vertexId) {\n      return getVec3DisplacementFromTexture(cc_TangentDisplacements, vertexId);\n  }\n  #endif\n  void applyMorph (inout vec4 position, inout vec3 normal, inout vec4 tangent) {\n    int vertexId = getVertexId();\n  #if CC_MORPH_TARGET_HAS_POSITION\n    position.xyz = position.xyz + getPositionDisplacement(vertexId);\n  #endif\n  #if CC_MORPH_TARGET_HAS_NORMAL\n    normal.xyz = normal.xyz + getNormalDisplacement(vertexId);\n  #endif\n  #if CC_MORPH_TARGET_HAS_TANGENT\n    tangent.xyz = tangent.xyz + getTangentDisplacement(vertexId);\n  #endif\n  }\n  void applyMorph (inout vec4 position) {\n  #if CC_MORPH_TARGET_HAS_POSITION\n    position.xyz = position.xyz + getPositionDisplacement(getVertexId());\n  #endif\n  }\n#endif\n#if CC_USE_SKINNING\n  #if CC_USE_BAKED_ANIMATION\n    layout(std140) uniform CCSkinningTexture {\n      highp vec4 cc_jointTextureInfo;\n    };\n    layout(std140) uniform CCSkinningAnimation {\n      highp vec4 cc_jointAnimInfo;\n    };\n    uniform highp sampler2D cc_jointTexture;\n    void CCGetJointTextureCoords(float pixelsPerJoint, float jointIdx, out highp float x, out highp float y, out highp float invSize)\n    {\n      #if USE_INSTANCING\n        highp float temp = pixelsPerJoint * (a_jointAnimInfo.x * a_jointAnimInfo.y + jointIdx) + a_jointAnimInfo.z;\n      #else\n        highp float temp = pixelsPerJoint * (cc_jointAnimInfo.x * cc_jointTextureInfo.y + jointIdx) + cc_jointTextureInfo.z;\n      #endif\n      invSize = cc_jointTextureInfo.w;\n      highp float tempY = floor(temp * invSize);\n      x = floor(temp - tempY * cc_jointTextureInfo.x);\n      y = (tempY + 0.5) * invSize;\n    }\n  #else\n    #if CC_USE_REAL_TIME_JOINT_TEXTURE\n      uniform highp sampler2D cc_realtimeJoint;\n    #else\n      layout(std140) uniform CCSkinning {\n        highp vec4 cc_joints[CC_JOINT_UNIFORM_CAPACITY * 3];\n      };\n    #endif\n  #endif\n  #if CC_USE_BAKED_ANIMATION\n    #if CC_DEVICE_SUPPORT_FLOAT_TEXTURE\n      mat4 getJointMatrix (float i) {\n        highp float x, y, invSize;\n        CCGetJointTextureCoords(3.0, i, x, y, invSize);\n        vec4 v1 = texture(cc_jointTexture, vec2((x + 0.5) * invSize, y));\n        vec4 v2 = texture(cc_jointTexture, vec2((x + 1.5) * invSize, y));\n        vec4 v3 = texture(cc_jointTexture, vec2((x + 2.5) * invSize, y));\n        return mat4(vec4(v1.xyz, 0.0), vec4(v2.xyz, 0.0), vec4(v3.xyz, 0.0), vec4(v1.w, v2.w, v3.w, 1.0));\n      }\n    #else\n      mat4 getJointMatrix (float i) {\n        highp float x, y, invSize;\n        CCGetJointTextureCoords(12.0, i, x, y, invSize);\n        vec4 v1 = vec4(\n          decode32(texture(cc_jointTexture, vec2((x + 0.5) * invSize, y))),\n          decode32(texture(cc_jointTexture, vec2((x + 1.5) * invSize, y))),\n          decode32(texture(cc_jointTexture, vec2((x + 2.5) * invSize, y))),\n          decode32(texture(cc_jointTexture, vec2((x + 3.5) * invSize, y)))\n        );\n        vec4 v2 = vec4(\n          decode32(texture(cc_jointTexture, vec2((x + 4.5) * invSize, y))),\n          decode32(texture(cc_jointTexture, vec2((x + 5.5) * invSize, y))),\n          decode32(texture(cc_jointTexture, vec2((x + 6.5) * invSize, y))),\n          decode32(texture(cc_jointTexture, vec2((x + 7.5) * invSize, y)))\n        );\n        vec4 v3 = vec4(\n          decode32(texture(cc_jointTexture, vec2((x + 8.5) * invSize, y))),\n          decode32(texture(cc_jointTexture, vec2((x + 9.5) * invSize, y))),\n          decode32(texture(cc_jointTexture, vec2((x + 10.5) * invSize, y))),\n          decode32(texture(cc_jointTexture, vec2((x + 11.5) * invSize, y)))\n        );\n        return mat4(vec4(v1.xyz, 0.0), vec4(v2.xyz, 0.0), vec4(v3.xyz, 0.0), vec4(v1.w, v2.w, v3.w, 1.0));\n      }\n    #endif\n  #else\n    #if CC_USE_REAL_TIME_JOINT_TEXTURE\n      #if CC_DEVICE_SUPPORT_FLOAT_TEXTURE\n        mat4 getJointMatrix (float i) {\n          float x = i;\n          vec4 v1 = texture(cc_realtimeJoint, vec2( x / 256.0, 0.5 / 3.0));\n          vec4 v2 = texture(cc_realtimeJoint, vec2( x / 256.0, 1.5 / 3.0));\n          vec4 v3 = texture(cc_realtimeJoint, vec2( x / 256.0, 2.5 / 3.0));\n          return mat4(vec4(v1.xyz, 0.0), vec4(v2.xyz, 0.0), vec4(v3.xyz, 0.0), vec4(v1.w, v2.w, v3.w, 1.0));\n        }\n      #else\n        mat4 getJointMatrix (float i) {\n         float x = 4.0 * i;\n          vec4 v1 = vec4(\n            decode32(texture(cc_realtimeJoint, vec2((x + 0.5)/ 1024.0, 0.5 / 3.0))),\n            decode32(texture(cc_realtimeJoint, vec2((x + 1.5)/ 1024.0, 0.5 / 3.0))),\n            decode32(texture(cc_realtimeJoint, vec2((x + 2.5)/ 1024.0, 0.5 / 3.0))),\n            decode32(texture(cc_realtimeJoint, vec2((x + 3.5)/ 1024.0, 0.5 / 3.0)))\n          );\n          vec4 v2 = vec4(\n            decode32(texture(cc_realtimeJoint, vec2((x + 0.5)/ 1024.0, 1.5 / 3.0))),\n            decode32(texture(cc_realtimeJoint, vec2((x + 1.5)/ 1024.0, 1.5 / 3.0))),\n            decode32(texture(cc_realtimeJoint, vec2((x + 2.5)/ 1024.0, 1.5 / 3.0))),\n            decode32(texture(cc_realtimeJoint, vec2((x + 3.5)/ 1024.0, 1.5 / 3.0)))\n          );\n          vec4 v3 = vec4(\n            decode32(texture(cc_realtimeJoint, vec2((x + 0.5)/ 1024.0, 2.5 / 3.0))),\n            decode32(texture(cc_realtimeJoint, vec2((x + 1.5)/ 1024.0, 2.5 / 3.0))),\n            decode32(texture(cc_realtimeJoint, vec2((x + 2.5)/ 1024.0, 2.5 / 3.0))),\n            decode32(texture(cc_realtimeJoint, vec2((x + 3.5)/ 1024.0, 2.5 / 3.0)))\n          );\n          return mat4(vec4(v1.xyz, 0.0), vec4(v2.xyz, 0.0), vec4(v3.xyz, 0.0), vec4(v1.w, v2.w, v3.w, 1.0));\n        }\n      #endif\n    #else\n      mat4 getJointMatrix (float i) {\n        int idx = int(i);\n        vec4 v1 = cc_joints[idx * 3];\n        vec4 v2 = cc_joints[idx * 3 + 1];\n        vec4 v3 = cc_joints[idx * 3 + 2];\n        return mat4(vec4(v1.xyz, 0.0), vec4(v2.xyz, 0.0), vec4(v3.xyz, 0.0), vec4(v1.w, v2.w, v3.w, 1.0));\n      }\n    #endif\n  #endif\n  mat4 skinMatrix () {\n    vec4 joints = vec4(a_joints);\n    return getJointMatrix(joints.x) * a_weights.x\n         + getJointMatrix(joints.y) * a_weights.y\n         + getJointMatrix(joints.z) * a_weights.z\n         + getJointMatrix(joints.w) * a_weights.w;\n  }\n  void CCSkin (inout vec4 position) {\n    mat4 m = skinMatrix();\n    position = m * position;\n  }\n  void CCSkin (inout vec4 position, inout vec3 normal, inout vec4 tangent) {\n    mat4 m = skinMatrix();\n    position = m * position;\n    normal = (m * vec4(normal, 0.0)).xyz;\n    tangent.xyz = (m * vec4(tangent.xyz, 0.0)).xyz;\n  }\n#endif\nvoid CCVertInput(inout StandardVertInput In)\n{\n    In.position = vec4(a_position, 1.0);\n    In.normal = a_normal;\n    In.tangent = a_tangent;\n  #if CC_USE_MORPH\n    applyMorph(In.position, In.normal, In.tangent);\n  #endif\n  #if CC_USE_SKINNING\n    CCSkin(In.position, In.normal, In.tangent);\n  #endif\n}\n#if !USE_INSTANCING\n  layout(std140) uniform CCLocal {\n    highp mat4 cc_matWorld;\n    highp mat4 cc_matWorldIT;\n    highp vec4 cc_lightingMapUVParam;\n    highp vec4 cc_localShadowBias;\n  };\n#endif\nvoid CCGetWorldMatrixFull(out mat4 matWorld, out mat4 matWorldIT)\n{\n  #if USE_INSTANCING\n    matWorld = mat4(\n      vec4(a_matWorld0.xyz, 0.0),\n      vec4(a_matWorld1.xyz, 0.0),\n      vec4(a_matWorld2.xyz, 0.0),\n      vec4(a_matWorld0.w, a_matWorld1.w, a_matWorld2.w, 1.0)\n    );\n    matWorldIT = matWorld;\n  #else\n    matWorld = cc_matWorld;\n    matWorldIT = cc_matWorldIT;\n  #endif\n}\nlayout(std140) uniform Constants {\n  vec4 tilingOffset;\n  vec4 albedo;\n  vec4 albedoScaleAndCutoff;\n  vec4 emissive;\n  float emissiveScale;\n  float occlusion;\n  float roughness;\n  float metallic;\n  float normalStrength;\n  float alphaSource;\n  float albedoScale;\n};\nlayout(std140) uniform CCShadow {\n  highp mat4 cc_matLightView;\n  highp mat4 cc_matLightViewProj;\n  highp vec4 cc_shadowInvProjDepthInfo;\n  highp vec4 cc_shadowProjDepthInfo;\n  highp vec4 cc_shadowProjInfo;\n  mediump vec4 cc_shadowNFLSInfo;\n  mediump vec4 cc_shadowWHPBInfo;\n  mediump vec4 cc_shadowLPNNInfo;\n  lowp vec4 cc_shadowColor;\n  mediump vec4 cc_planarNDInfo;\n};\n#if HAS_SECOND_UV || CC_USE_LIGHTMAP\n  in vec2 a_texCoord1;\n#endif\nout vec2 v_uv;\nout vec2 v_uv1;\nout vec4 v_worldPos;\nout highp vec2 v_clip_depth;\nvec4 vert () {\n  StandardVertInput In;\n  CCVertInput(In);\n  mat4 matWorld, matWorldIT;\n  CCGetWorldMatrixFull(matWorld, matWorldIT);\n  v_worldPos = matWorld * In.position;\n  vec4 clipPos = cc_matLightViewProj * v_worldPos;\n  v_uv = a_texCoord * tilingOffset.xy + tilingOffset.zw;\n  #if HAS_SECOND_UV\n    v_uv1 = a_texCoord1 * tilingOffset.xy + tilingOffset.zw;\n  #endif\n  v_clip_depth = clipPos.zw;\n  return clipPos;\n}\nvoid main() { gl_Position = vert(); }",
        "frag": "\nprecision highp float;\nlayout(std140) uniform Constants {\n  vec4 tilingOffset;\n  vec4 albedo;\n  vec4 albedoScaleAndCutoff;\n  vec4 emissive;\n  float emissiveScale;\n  float occlusion;\n  float roughness;\n  float metallic;\n  float normalStrength;\n  float alphaSource;\n  float albedoScale;\n};\nvec4 packDepthToRGBA (float depth) {\n  vec4 ret = vec4(1.0, 255.0, 65025.0, 16581375.0) * depth;\n  ret = fract(ret);\n  ret -= vec4(ret.yzw, 0.0) / 255.0;\n  return ret;\n}\nlayout(std140) uniform CCShadow {\n  highp mat4 cc_matLightView;\n  highp mat4 cc_matLightViewProj;\n  highp vec4 cc_shadowInvProjDepthInfo;\n  highp vec4 cc_shadowProjDepthInfo;\n  highp vec4 cc_shadowProjInfo;\n  mediump vec4 cc_shadowNFLSInfo;\n  mediump vec4 cc_shadowWHPBInfo;\n  mediump vec4 cc_shadowLPNNInfo;\n  lowp vec4 cc_shadowColor;\n  mediump vec4 cc_planarNDInfo;\n};\n#if CC_SUPPORT_CASCADED_SHADOW_MAP\n  layout(std140) uniform CCCSM {\n    highp vec4 cc_csmViewDir0[4];\n    highp vec4 cc_csmViewDir1[4];\n    highp vec4 cc_csmViewDir2[4];\n    highp vec4 cc_csmAtlas[4];\n    highp mat4 cc_matCSMViewProj[4];\n    highp vec4 cc_csmProjDepthInfo[4];\n    highp vec4 cc_csmProjInfo[4];\n    highp vec4 cc_csmSplitsInfo;\n  };\n#endif\n#define QUATER_PI         0.78539816340\n#define HALF_PI           1.57079632679\n#define PI                3.14159265359\n#define PI2               6.28318530718\n#define PI4               12.5663706144\n#define INV_QUATER_PI     1.27323954474\n#define INV_HALF_PI       0.63661977237\n#define INV_PI            0.31830988618\n#define INV_PI2           0.15915494309\n#define INV_PI4           0.07957747155\n#define EPSILON           1e-6\n#define EPSILON_LOWP      1e-4\n#define LOG2              1.442695\n#define EXP_VALUE         2.71828183f\n#define FP_MAX            65504.0\n#define FP_SCALE          0.0009765625\n#define FP_SCALE_INV      1024.0\n#define GRAY_VECTOR       vec3(0.299, 0.587, 0.114)\n#define CC_LIGHTMAP_DISABLED 0\n#define CC_LIGHTMAP_ALL_IN_ONE 1\n#define CC_LIGHTMAP_CC_LIGHTMAP_INDIRECT_OCCLUSION 2\nfloat GetLinearDepthFromViewSpace(vec3 viewPos, float near, float far) {\n  float dist = length(viewPos);\n  return (dist - near) / (far - near);\n}\nfloat CCGetLinearDepth(vec3 worldPos, float viewSpaceBias) {\n\tvec4 viewPos = cc_matLightView * vec4(worldPos.xyz, 1.0);\n  viewPos.z += viewSpaceBias;\n\treturn GetLinearDepthFromViewSpace(viewPos.xyz, cc_shadowNFLSInfo.x, cc_shadowNFLSInfo.y);\n}\nfloat CCGetLinearDepth(vec3 worldPos) {\n\treturn CCGetLinearDepth(worldPos, 0.0);\n}\n#if CC_RECEIVE_SHADOW\n  layout(std140) uniform CCGlobal {\n    highp   vec4 cc_time;\n    mediump vec4 cc_screenSize;\n    mediump vec4 cc_nativeSize;\n    mediump vec4 cc_debug_view_mode;\n    mediump vec4 cc_debug_view_composite_pack_1;\n    mediump vec4 cc_debug_view_composite_pack_2;\n    mediump vec4 cc_debug_view_composite_pack_3;\n  };\n  layout(std140) uniform CCCamera {\n    highp   mat4 cc_matView;\n    highp   mat4 cc_matViewInv;\n    highp   mat4 cc_matProj;\n    highp   mat4 cc_matProjInv;\n    highp   mat4 cc_matViewProj;\n    highp   mat4 cc_matViewProjInv;\n    highp   vec4 cc_cameraPos;\n    mediump vec4 cc_surfaceTransform;\n    mediump vec4 cc_screenScale;\n    mediump vec4 cc_exposure;\n    mediump vec4 cc_mainLitDir;\n    mediump vec4 cc_mainLitColor;\n    mediump vec4 cc_ambientSky;\n    mediump vec4 cc_ambientGround;\n    mediump vec4 cc_fogColor;\n    mediump vec4 cc_fogBase;\n    mediump vec4 cc_fogAdd;\n    mediump vec4 cc_nearFar;\n    mediump vec4 cc_viewPort;\n  };\n  uniform highp sampler2D cc_shadowMap;\n  uniform highp sampler2D cc_spotShadowMap;\n  #if CC_SUPPORT_CASCADED_SHADOW_MAP\n  #else\n  #endif\n#endif\nin vec2 v_uv;\nin vec2 v_uv1;\nin vec4 v_worldPos;\nin highp vec2 v_clip_depth;\n#if USE_ALBEDO_MAP\n  uniform sampler2D albedoMap;\n#endif\n#if USE_OPACITY_MAP\n  uniform sampler2D alphaSourceMap;\n#endif\nvec4 frag () {\n  #if USE_ALPHA_TEST\n    float alpha = albedo.a;\n    #if USE_ALBEDO_MAP\n      alpha = texture(albedoMap, TEXTURE_UV).a;\n    #endif\n    #if ALPHA_SOURCE_IS_OPACITY\n      #if USE_OPACITY_MAP\n        alpha = 1.0 - texture(alphaSourceMap, TEXTURE_UV).ALPHA_SOURCE_CHANNEL;\n      #else\n        alpha = 1.0 - alphaSource;\n      #endif\n    #else\n      #if USE_OPACITY_MAP\n        alpha = texture(alphaSourceMap, TEXTURE_UV).ALPHA_SOURCE_CHANNEL;\n      #else\n        alpha = alphaSource;\n      #endif\n    #endif\n    if (alpha < albedoScaleAndCutoff.w) discard;\n  #endif\n  highp float clipDepth = v_clip_depth.x / v_clip_depth.y * 0.5 + 0.5;\n  if(cc_shadowLPNNInfo.x > 0.000001 && cc_shadowLPNNInfo.x < 1.999999) {\n    #if CC_SHADOWMAP_USE_LINEAR_DEPTH\n      clipDepth = CCGetLinearDepth(v_worldPos.xyz);\n    #endif\n  }\n  #if CC_SHADOWMAP_FORMAT == 1\n    return packDepthToRGBA(clipDepth);\n  #else\n    return vec4(clipDepth, 1.0, 1.0, 1.0);\n  #endif\n}\nlayout(location = 0) out vec4 cc_FragColor;\nvoid main() { cc_FragColor = frag(); }"
      },
      "glsl1": {
        "vert": "\nprecision highp float;\n#define QUATER_PI         0.78539816340\n#define HALF_PI           1.57079632679\n#define PI                3.14159265359\n#define PI2               6.28318530718\n#define PI4               12.5663706144\n#define INV_QUATER_PI     1.27323954474\n#define INV_HALF_PI       0.63661977237\n#define INV_PI            0.31830988618\n#define INV_PI2           0.15915494309\n#define INV_PI4           0.07957747155\n#define EPSILON           1e-6\n#define EPSILON_LOWP      1e-4\n#define LOG2              1.442695\n#define EXP_VALUE         2.71828183f\n#define FP_MAX            65504.0\n#define FP_SCALE          0.0009765625\n#define FP_SCALE_INV      1024.0\n#define GRAY_VECTOR       vec3(0.299, 0.587, 0.114)\n#define CC_LIGHTMAP_DISABLED 0\n#define CC_LIGHTMAP_ALL_IN_ONE 1\n#define CC_LIGHTMAP_CC_LIGHTMAP_INDIRECT_OCCLUSION 2\nstruct StandardVertInput {\n  highp vec4 position;\n  vec3 normal;\n  vec4 tangent;\n};\nattribute vec3 a_position;\nattribute vec3 a_normal;\nattribute vec2 a_texCoord;\nattribute vec4 a_tangent;\n#if CC_USE_SKINNING\n    attribute vec4 a_joints;\n  attribute vec4 a_weights;\n#endif\n#if USE_INSTANCING\n  #if CC_USE_BAKED_ANIMATION\n    attribute highp vec4 a_jointAnimInfo;\n  #endif\n  attribute vec4 a_matWorld0;\n  attribute vec4 a_matWorld1;\n  attribute vec4 a_matWorld2;\n  #if CC_USE_LIGHTMAP\n    attribute vec4 a_lightingMapUVParam;\n  #endif\n  #if CC_RECEIVE_SHADOW\n    attribute vec2 a_localShadowBias;\n  #endif\n#endif\n#if CC_USE_MORPH\n    attribute float a_vertexId;\n    int getVertexId() {\n      return int(a_vertexId);\n    }\n#endif\nhighp float decode32 (highp vec4 rgba) {\n  rgba = rgba * 255.0;\n  highp float Sign = 1.0 - (step(128.0, (rgba[3]) + 0.5)) * 2.0;\n  highp float Exponent = 2.0 * (mod(float(int((rgba[3]) + 0.5)), 128.0)) + (step(128.0, (rgba[2]) + 0.5)) - 127.0;\n  highp float Mantissa = (mod(float(int((rgba[2]) + 0.5)), 128.0)) * 65536.0 + rgba[1] * 256.0 + rgba[0] + 8388608.0;\n  return Sign * exp2(Exponent - 23.0) * Mantissa;\n}\n#if CC_USE_MORPH\n  uniform vec4 cc_displacementWeights[15];\n  uniform vec4 cc_displacementTextureInfo;\n  #if CC_MORPH_TARGET_HAS_POSITION\n    uniform sampler2D cc_PositionDisplacements;\n  #endif\n  #if CC_MORPH_TARGET_HAS_NORMAL\n    uniform sampler2D cc_NormalDisplacements;\n  #endif\n  #if CC_MORPH_TARGET_HAS_TANGENT\n    uniform sampler2D cc_TangentDisplacements;\n  #endif\n  vec2 getPixelLocation(vec2 textureResolution, int pixelIndex) {\n    float pixelIndexF = float(pixelIndex);\n    float x = mod(pixelIndexF, textureResolution.x);\n    float y = floor(pixelIndexF / textureResolution.x);\n    return vec2(x, y);\n  }\n  vec2 getPixelCoordFromLocation(vec2 location, vec2 textureResolution) {\n    return (vec2(location.x, location.y) + .5) / textureResolution;\n  }\n  #if CC_DEVICE_SUPPORT_FLOAT_TEXTURE\n      vec4 fetchVec3ArrayFromTexture(sampler2D tex, int elementIndex) {\n        int pixelIndex = elementIndex;\n        vec2 location = getPixelLocation(cc_displacementTextureInfo.xy, pixelIndex);\n        vec2 uv = getPixelCoordFromLocation(location, cc_displacementTextureInfo.xy);\n        return texture2D(tex, uv);\n      }\n  #else\n    vec4 fetchVec3ArrayFromTexture(sampler2D tex, int elementIndex) {\n      int pixelIndex = elementIndex * 4;\n      vec2 location = getPixelLocation(cc_displacementTextureInfo.xy, pixelIndex);\n      vec2 x = getPixelCoordFromLocation(location + vec2(0.0, 0.0), cc_displacementTextureInfo.xy);\n      vec2 y = getPixelCoordFromLocation(location + vec2(1.0, 0.0), cc_displacementTextureInfo.xy);\n      vec2 z = getPixelCoordFromLocation(location + vec2(2.0, 0.0), cc_displacementTextureInfo.xy);\n      return vec4(\n        decode32(texture2D(tex, x)),\n        decode32(texture2D(tex, y)),\n        decode32(texture2D(tex, z)),\n        1.0\n      );\n    }\n  #endif\n  float getDisplacementWeight(int index) {\n    int quot = index / 4;\n    int remainder = index - quot * 4;\n    if (remainder == 0) {\n      return cc_displacementWeights[quot].x;\n    } else if (remainder == 1) {\n      return cc_displacementWeights[quot].y;\n    } else if (remainder == 2) {\n      return cc_displacementWeights[quot].z;\n    } else {\n      return cc_displacementWeights[quot].w;\n    }\n  }\n  vec3 getVec3DisplacementFromTexture(sampler2D tex, int vertexIndex) {\n  #if CC_MORPH_PRECOMPUTED\n    return fetchVec3ArrayFromTexture(tex, vertexIndex).rgb;\n  #else\n    vec3 result = vec3(0, 0, 0);\n    int nVertices = int(cc_displacementTextureInfo.z);\n    for (int iTarget = 0; iTarget < CC_MORPH_TARGET_COUNT; ++iTarget) {\n      result += (fetchVec3ArrayFromTexture(tex, nVertices * iTarget + vertexIndex).rgb * getDisplacementWeight(iTarget));\n    }\n    return result;\n  #endif\n  }\n  #if CC_MORPH_TARGET_HAS_POSITION\n  vec3 getPositionDisplacement(int vertexId) {\n      return getVec3DisplacementFromTexture(cc_PositionDisplacements, vertexId);\n  }\n  #endif\n  #if CC_MORPH_TARGET_HAS_NORMAL\n  vec3 getNormalDisplacement(int vertexId) {\n      return getVec3DisplacementFromTexture(cc_NormalDisplacements, vertexId);\n  }\n  #endif\n  #if CC_MORPH_TARGET_HAS_TANGENT\n  vec3 getTangentDisplacement(int vertexId) {\n      return getVec3DisplacementFromTexture(cc_TangentDisplacements, vertexId);\n  }\n  #endif\n  void applyMorph (inout vec4 position, inout vec3 normal, inout vec4 tangent) {\n    int vertexId = getVertexId();\n  #if CC_MORPH_TARGET_HAS_POSITION\n    position.xyz = position.xyz + getPositionDisplacement(vertexId);\n  #endif\n  #if CC_MORPH_TARGET_HAS_NORMAL\n    normal.xyz = normal.xyz + getNormalDisplacement(vertexId);\n  #endif\n  #if CC_MORPH_TARGET_HAS_TANGENT\n    tangent.xyz = tangent.xyz + getTangentDisplacement(vertexId);\n  #endif\n  }\n  void applyMorph (inout vec4 position) {\n  #if CC_MORPH_TARGET_HAS_POSITION\n    position.xyz = position.xyz + getPositionDisplacement(getVertexId());\n  #endif\n  }\n#endif\n#if CC_USE_SKINNING\n  #if CC_USE_BAKED_ANIMATION\n    uniform highp vec4 cc_jointTextureInfo;\n    uniform highp vec4 cc_jointAnimInfo;\n    uniform highp sampler2D cc_jointTexture;\n    void CCGetJointTextureCoords(float pixelsPerJoint, float jointIdx, out highp float x, out highp float y, out highp float invSize)\n    {\n      #if USE_INSTANCING\n        highp float temp = pixelsPerJoint * (a_jointAnimInfo.x * a_jointAnimInfo.y + jointIdx) + a_jointAnimInfo.z;\n      #else\n        highp float temp = pixelsPerJoint * (cc_jointAnimInfo.x * cc_jointTextureInfo.y + jointIdx) + cc_jointTextureInfo.z;\n      #endif\n      invSize = cc_jointTextureInfo.w;\n      highp float tempY = floor(temp * invSize);\n      x = floor(temp - tempY * cc_jointTextureInfo.x);\n      y = (tempY + 0.5) * invSize;\n    }\n  #else\n    #if CC_USE_REAL_TIME_JOINT_TEXTURE\n      uniform highp sampler2D cc_realtimeJoint;\n    #else\n      uniform highp vec4 cc_joints[CC_JOINT_UNIFORM_CAPACITY * 3];\n    #endif\n  #endif\n  #if CC_USE_BAKED_ANIMATION\n    #if CC_DEVICE_SUPPORT_FLOAT_TEXTURE\n      mat4 getJointMatrix (float i) {\n        highp float x, y, invSize;\n        CCGetJointTextureCoords(3.0, i, x, y, invSize);\n        vec4 v1 = texture2D(cc_jointTexture, vec2((x + 0.5) * invSize, y));\n        vec4 v2 = texture2D(cc_jointTexture, vec2((x + 1.5) * invSize, y));\n        vec4 v3 = texture2D(cc_jointTexture, vec2((x + 2.5) * invSize, y));\n        return mat4(vec4(v1.xyz, 0.0), vec4(v2.xyz, 0.0), vec4(v3.xyz, 0.0), vec4(v1.w, v2.w, v3.w, 1.0));\n      }\n    #else\n      mat4 getJointMatrix (float i) {\n        highp float x, y, invSize;\n        CCGetJointTextureCoords(12.0, i, x, y, invSize);\n        vec4 v1 = vec4(\n          decode32(texture2D(cc_jointTexture, vec2((x + 0.5) * invSize, y))),\n          decode32(texture2D(cc_jointTexture, vec2((x + 1.5) * invSize, y))),\n          decode32(texture2D(cc_jointTexture, vec2((x + 2.5) * invSize, y))),\n          decode32(texture2D(cc_jointTexture, vec2((x + 3.5) * invSize, y)))\n        );\n        vec4 v2 = vec4(\n          decode32(texture2D(cc_jointTexture, vec2((x + 4.5) * invSize, y))),\n          decode32(texture2D(cc_jointTexture, vec2((x + 5.5) * invSize, y))),\n          decode32(texture2D(cc_jointTexture, vec2((x + 6.5) * invSize, y))),\n          decode32(texture2D(cc_jointTexture, vec2((x + 7.5) * invSize, y)))\n        );\n        vec4 v3 = vec4(\n          decode32(texture2D(cc_jointTexture, vec2((x + 8.5) * invSize, y))),\n          decode32(texture2D(cc_jointTexture, vec2((x + 9.5) * invSize, y))),\n          decode32(texture2D(cc_jointTexture, vec2((x + 10.5) * invSize, y))),\n          decode32(texture2D(cc_jointTexture, vec2((x + 11.5) * invSize, y)))\n        );\n        return mat4(vec4(v1.xyz, 0.0), vec4(v2.xyz, 0.0), vec4(v3.xyz, 0.0), vec4(v1.w, v2.w, v3.w, 1.0));\n      }\n    #endif\n  #else\n    #if CC_USE_REAL_TIME_JOINT_TEXTURE\n      #if CC_DEVICE_SUPPORT_FLOAT_TEXTURE\n        mat4 getJointMatrix (float i) {\n          float x = i;\n          vec4 v1 = texture2D(cc_realtimeJoint, vec2( x / 256.0, 0.5 / 3.0));\n          vec4 v2 = texture2D(cc_realtimeJoint, vec2( x / 256.0, 1.5 / 3.0));\n          vec4 v3 = texture2D(cc_realtimeJoint, vec2( x / 256.0, 2.5 / 3.0));\n          return mat4(vec4(v1.xyz, 0.0), vec4(v2.xyz, 0.0), vec4(v3.xyz, 0.0), vec4(v1.w, v2.w, v3.w, 1.0));\n        }\n      #else\n        mat4 getJointMatrix (float i) {\n         float x = 4.0 * i;\n          vec4 v1 = vec4(\n            decode32(texture2D(cc_realtimeJoint, vec2((x + 0.5)/ 1024.0, 0.5 / 3.0))),\n            decode32(texture2D(cc_realtimeJoint, vec2((x + 1.5)/ 1024.0, 0.5 / 3.0))),\n            decode32(texture2D(cc_realtimeJoint, vec2((x + 2.5)/ 1024.0, 0.5 / 3.0))),\n            decode32(texture2D(cc_realtimeJoint, vec2((x + 3.5)/ 1024.0, 0.5 / 3.0)))\n          );\n          vec4 v2 = vec4(\n            decode32(texture2D(cc_realtimeJoint, vec2((x + 0.5)/ 1024.0, 1.5 / 3.0))),\n            decode32(texture2D(cc_realtimeJoint, vec2((x + 1.5)/ 1024.0, 1.5 / 3.0))),\n            decode32(texture2D(cc_realtimeJoint, vec2((x + 2.5)/ 1024.0, 1.5 / 3.0))),\n            decode32(texture2D(cc_realtimeJoint, vec2((x + 3.5)/ 1024.0, 1.5 / 3.0)))\n          );\n          vec4 v3 = vec4(\n            decode32(texture2D(cc_realtimeJoint, vec2((x + 0.5)/ 1024.0, 2.5 / 3.0))),\n            decode32(texture2D(cc_realtimeJoint, vec2((x + 1.5)/ 1024.0, 2.5 / 3.0))),\n            decode32(texture2D(cc_realtimeJoint, vec2((x + 2.5)/ 1024.0, 2.5 / 3.0))),\n            decode32(texture2D(cc_realtimeJoint, vec2((x + 3.5)/ 1024.0, 2.5 / 3.0)))\n          );\n          return mat4(vec4(v1.xyz, 0.0), vec4(v2.xyz, 0.0), vec4(v3.xyz, 0.0), vec4(v1.w, v2.w, v3.w, 1.0));\n        }\n      #endif\n    #else\n      mat4 getJointMatrix (float i) {\n        int idx = int(i);\n        vec4 v1 = cc_joints[idx * 3];\n        vec4 v2 = cc_joints[idx * 3 + 1];\n        vec4 v3 = cc_joints[idx * 3 + 2];\n        return mat4(vec4(v1.xyz, 0.0), vec4(v2.xyz, 0.0), vec4(v3.xyz, 0.0), vec4(v1.w, v2.w, v3.w, 1.0));\n      }\n    #endif\n  #endif\n  mat4 skinMatrix () {\n    vec4 joints = vec4(a_joints);\n    return getJointMatrix(joints.x) * a_weights.x\n         + getJointMatrix(joints.y) * a_weights.y\n         + getJointMatrix(joints.z) * a_weights.z\n         + getJointMatrix(joints.w) * a_weights.w;\n  }\n  void CCSkin (inout vec4 position) {\n    mat4 m = skinMatrix();\n    position = m * position;\n  }\n  void CCSkin (inout vec4 position, inout vec3 normal, inout vec4 tangent) {\n    mat4 m = skinMatrix();\n    position = m * position;\n    normal = (m * vec4(normal, 0.0)).xyz;\n    tangent.xyz = (m * vec4(tangent.xyz, 0.0)).xyz;\n  }\n#endif\nvoid CCVertInput(inout StandardVertInput In)\n{\n    In.position = vec4(a_position, 1.0);\n    In.normal = a_normal;\n    In.tangent = a_tangent;\n  #if CC_USE_MORPH\n    applyMorph(In.position, In.normal, In.tangent);\n  #endif\n  #if CC_USE_SKINNING\n    CCSkin(In.position, In.normal, In.tangent);\n  #endif\n}\n#if !USE_INSTANCING\n  uniform highp mat4 cc_matWorld;\n  uniform highp mat4 cc_matWorldIT;\n#endif\nvoid CCGetWorldMatrixFull(out mat4 matWorld, out mat4 matWorldIT)\n{\n  #if USE_INSTANCING\n    matWorld = mat4(\n      vec4(a_matWorld0.xyz, 0.0),\n      vec4(a_matWorld1.xyz, 0.0),\n      vec4(a_matWorld2.xyz, 0.0),\n      vec4(a_matWorld0.w, a_matWorld1.w, a_matWorld2.w, 1.0)\n    );\n    matWorldIT = matWorld;\n  #else\n    matWorld = cc_matWorld;\n    matWorldIT = cc_matWorldIT;\n  #endif\n}\n    uniform vec4 tilingOffset;\nuniform highp mat4 cc_matLightViewProj;\n#if HAS_SECOND_UV || CC_USE_LIGHTMAP\n  attribute vec2 a_texCoord1;\n#endif\nvarying vec2 v_uv;\nvarying vec2 v_uv1;\nvarying vec4 v_worldPos;\nvarying highp vec2 v_clip_depth;\nvec4 vert () {\n  StandardVertInput In;\n  CCVertInput(In);\n  mat4 matWorld, matWorldIT;\n  CCGetWorldMatrixFull(matWorld, matWorldIT);\n  v_worldPos = matWorld * In.position;\n  vec4 clipPos = cc_matLightViewProj * v_worldPos;\n  v_uv = a_texCoord * tilingOffset.xy + tilingOffset.zw;\n  #if HAS_SECOND_UV\n    v_uv1 = a_texCoord1 * tilingOffset.xy + tilingOffset.zw;\n  #endif\n  v_clip_depth = clipPos.zw;\n  return clipPos;\n}\nvoid main() { gl_Position = vert(); }",
        "frag": "\nprecision highp float;\n   uniform vec4 albedo;\n   uniform vec4 albedoScaleAndCutoff;\n   uniform float alphaSource;\nvec4 packDepthToRGBA (float depth) {\n  vec4 ret = vec4(1.0, 255.0, 65025.0, 16581375.0) * depth;\n  ret = fract(ret);\n  ret -= vec4(ret.yzw, 0.0) / 255.0;\n  return ret;\n}\nuniform highp mat4 cc_matLightView;\n  uniform mediump vec4 cc_shadowNFLSInfo;\n  uniform mediump vec4 cc_shadowLPNNInfo;\n#if CC_SUPPORT_CASCADED_SHADOW_MAP\n  #endif\n#define QUATER_PI         0.78539816340\n#define HALF_PI           1.57079632679\n#define PI                3.14159265359\n#define PI2               6.28318530718\n#define PI4               12.5663706144\n#define INV_QUATER_PI     1.27323954474\n#define INV_HALF_PI       0.63661977237\n#define INV_PI            0.31830988618\n#define INV_PI2           0.15915494309\n#define INV_PI4           0.07957747155\n#define EPSILON           1e-6\n#define EPSILON_LOWP      1e-4\n#define LOG2              1.442695\n#define EXP_VALUE         2.71828183f\n#define FP_MAX            65504.0\n#define FP_SCALE          0.0009765625\n#define FP_SCALE_INV      1024.0\n#define GRAY_VECTOR       vec3(0.299, 0.587, 0.114)\n#define CC_LIGHTMAP_DISABLED 0\n#define CC_LIGHTMAP_ALL_IN_ONE 1\n#define CC_LIGHTMAP_CC_LIGHTMAP_INDIRECT_OCCLUSION 2\nfloat GetLinearDepthFromViewSpace(vec3 viewPos, float near, float far) {\n  float dist = length(viewPos);\n  return (dist - near) / (far - near);\n}\nfloat CCGetLinearDepth(vec3 worldPos, float viewSpaceBias) {\n\tvec4 viewPos = cc_matLightView * vec4(worldPos.xyz, 1.0);\n  viewPos.z += viewSpaceBias;\n\treturn GetLinearDepthFromViewSpace(viewPos.xyz, cc_shadowNFLSInfo.x, cc_shadowNFLSInfo.y);\n}\nfloat CCGetLinearDepth(vec3 worldPos) {\n\treturn CCGetLinearDepth(worldPos, 0.0);\n}\n#if CC_RECEIVE_SHADOW\n  uniform highp sampler2D cc_shadowMap;\n  uniform highp sampler2D cc_spotShadowMap;\n  #if CC_SUPPORT_CASCADED_SHADOW_MAP\n  #else\n  #endif\n#endif\nvarying vec2 v_uv;\nvarying vec2 v_uv1;\nvarying vec4 v_worldPos;\nvarying highp vec2 v_clip_depth;\n#if USE_ALBEDO_MAP\n  uniform sampler2D albedoMap;\n#endif\n#if USE_OPACITY_MAP\n  uniform sampler2D alphaSourceMap;\n#endif\nvec4 frag () {\n  #if USE_ALPHA_TEST\n    float alpha = albedo.a;\n    #if USE_ALBEDO_MAP\n      alpha = texture2D(albedoMap, TEXTURE_UV).a;\n    #endif\n    #if ALPHA_SOURCE_IS_OPACITY\n      #if USE_OPACITY_MAP\n        alpha = 1.0 - texture2D(alphaSourceMap, TEXTURE_UV).ALPHA_SOURCE_CHANNEL;\n      #else\n        alpha = 1.0 - alphaSource;\n      #endif\n    #else\n      #if USE_OPACITY_MAP\n        alpha = texture2D(alphaSourceMap, TEXTURE_UV).ALPHA_SOURCE_CHANNEL;\n      #else\n        alpha = alphaSource;\n      #endif\n    #endif\n    if (alpha < albedoScaleAndCutoff.w) discard;\n  #endif\n  highp float clipDepth = v_clip_depth.x / v_clip_depth.y * 0.5 + 0.5;\n  if(cc_shadowLPNNInfo.x > 0.000001 && cc_shadowLPNNInfo.x < 1.999999) {\n    #if CC_SHADOWMAP_USE_LINEAR_DEPTH\n      clipDepth = CCGetLinearDepth(v_worldPos.xyz);\n    #endif\n  }\n  #if CC_SHADOWMAP_FORMAT == 1\n    return packDepthToRGBA(clipDepth);\n  #else\n    return vec4(clipDepth, 1.0, 1.0, 1.0);\n  #endif\n}\nvoid main() { gl_FragColor = frag(); }"
      },
      "builtins": {
        "globals": {
          "blocks": [
            {
              "name": "CCShadow",
              "defines": []
            },
            {
              "name": "CCCSM",
              "defines": [
                "CC_SUPPORT_CASCADED_SHADOW_MAP"
              ]
            },
            {
              "name": "CCGlobal",
              "defines": [
                "CC_RECEIVE_SHADOW"
              ]
            },
            {
              "name": "CCCamera",
              "defines": [
                "CC_RECEIVE_SHADOW"
              ]
            }
          ],
          "samplerTextures": [
            {
              "name": "cc_shadowMap",
              "defines": [
                "CC_RECEIVE_SHADOW"
              ]
            },
            {
              "name": "cc_spotShadowMap",
              "defines": [
                "CC_RECEIVE_SHADOW"
              ]
            }
          ],
          "buffers": [],
          "images": []
        },
        "locals": {
          "blocks": [
            {
              "name": "CCMorph",
              "defines": [
                "CC_USE_MORPH"
              ]
            },
            {
              "name": "CCSkinningTexture",
              "defines": [
                "CC_USE_SKINNING",
                "CC_USE_BAKED_ANIMATION"
              ]
            },
            {
              "name": "CCSkinningAnimation",
              "defines": [
                "CC_USE_SKINNING",
                "CC_USE_BAKED_ANIMATION"
              ]
            },
            {
              "name": "CCSkinning",
              "defines": [
                "CC_USE_SKINNING",
                "!CC_USE_BAKED_ANIMATION",
                "!CC_USE_REAL_TIME_JOINT_TEXTURE"
              ]
            },
            {
              "name": "CCLocal",
              "defines": [
                "!USE_INSTANCING"
              ]
            }
          ],
          "samplerTextures": [
            {
              "name": "cc_PositionDisplacements",
              "defines": [
                "CC_USE_MORPH",
                "CC_MORPH_TARGET_HAS_POSITION"
              ]
            },
            {
              "name": "cc_NormalDisplacements",
              "defines": [
                "CC_USE_MORPH",
                "CC_MORPH_TARGET_HAS_NORMAL"
              ]
            },
            {
              "name": "cc_TangentDisplacements",
              "defines": [
                "CC_USE_MORPH",
                "CC_MORPH_TARGET_HAS_TANGENT"
              ]
            },
            {
              "name": "cc_jointTexture",
              "defines": [
                "CC_USE_SKINNING",
                "CC_USE_BAKED_ANIMATION"
              ]
            },
            {
              "name": "cc_realtimeJoint",
              "defines": [
                "CC_USE_SKINNING",
                "!CC_USE_BAKED_ANIMATION",
                "CC_USE_REAL_TIME_JOINT_TEXTURE"
              ]
            }
          ],
          "buffers": [],
          "images": []
        },
        "statistics": {
          "CC_EFFECT_USED_VERTEX_UNIFORM_VECTORS": 55,
          "CC_EFFECT_USED_FRAGMENT_UNIFORM_VECTORS": 112
        }
      },
      "defines": [
        {
          "name": "USE_INSTANCING",
          "type": "boolean",
          "defines": [],
          "editor": {
            "elevated": true
          }
        },
        {
          "name": "CC_USE_SKINNING",
          "type": "boolean",
          "defines": []
        },
        {
          "name": "CC_USE_BAKED_ANIMATION",
          "type": "boolean",
          "defines": [
            "USE_INSTANCING"
          ]
        },
        {
          "name": "CC_USE_LIGHTMAP",
          "type": "boolean",
          "defines": [
            "USE_INSTANCING"
          ]
        },
        {
          "name": "CC_RECEIVE_SHADOW",
          "type": "boolean",
          "defines": []
        },
        {
          "name": "CC_USE_MORPH",
          "type": "boolean",
          "defines": []
        },
        {
          "name": "CC_MORPH_TARGET_COUNT",
          "type": "number",
          "defines": [
            "CC_USE_MORPH"
          ],
          "range": [
            2,
            8
          ]
        },
        {
          "name": "CC_MORPH_TARGET_HAS_POSITION",
          "type": "boolean",
          "defines": [
            "CC_USE_MORPH"
          ]
        },
        {
          "name": "CC_MORPH_TARGET_HAS_NORMAL",
          "type": "boolean",
          "defines": [
            "CC_USE_MORPH"
          ]
        },
        {
          "name": "CC_MORPH_TARGET_HAS_TANGENT",
          "type": "boolean",
          "defines": [
            "CC_USE_MORPH"
          ]
        },
        {
          "name": "CC_MORPH_PRECOMPUTED",
          "type": "boolean",
          "defines": [
            "CC_USE_MORPH"
          ]
        },
        {
          "name": "CC_USE_REAL_TIME_JOINT_TEXTURE",
          "type": "boolean",
          "defines": [
            "CC_USE_SKINNING",
            "!CC_USE_BAKED_ANIMATION"
          ]
        },
        {
          "name": "HAS_SECOND_UV",
          "type": "boolean",
          "defines": []
        },
        {
          "name": "CC_SUPPORT_CASCADED_SHADOW_MAP",
          "type": "boolean",
          "defines": []
        },
        {
          "name": "USE_ALBEDO_MAP",
          "type": "boolean",
          "defines": []
        },
        {
          "name": "ALBEDO_UV",
          "type": "string",
          "defines": [
            "USE_ALBEDO_MAP"
          ],
          "options": [
            "v_uv",
            "v_uv1"
          ]
        },
        {
          "name": "TEXTURE_UV",
          "type": "string",
          "defines": [],
          "options": [
            "v_uv",
            "v_uv1"
          ]
        },
        {
          "name": "USE_OPACITY_MAP",
          "type": "boolean",
          "defines": []
        },
        {
          "name": "ALPHA_SOURCE_CHANNEL",
          "type": "string",
          "defines": [
            "USE_OPACITY_MAP"
          ],
          "options": [
            "r",
            "g",
            "b",
            "a"
          ]
        },
        {
          "name": "USE_ALPHA_TEST",
          "type": "boolean",
          "defines": []
        },
        {
          "name": "ALPHA_SOURCE_IS_OPACITY",
          "type": "boolean",
          "defines": [
            "USE_ALPHA_TEST"
          ]
        },
        {
          "name": "CC_SHADOWMAP_USE_LINEAR_DEPTH",
          "type": "boolean",
          "defines": []
        },
        {
          "name": "CC_SHADOWMAP_FORMAT",
          "type": "number",
          "defines": [],
          "range": [
            0,
            3
          ]
        }
      ],
      "name": "dcc/imported-metallic-roughness|shadow-caster-vs:vert|shadow-caster-fs:frag"
    }
  ],
  "combinations": [],
  "hideInEditor": false
}