{
  "ver": "1.0.27",
  "uuid": "8f74bf8b-54bb-4b7c-84fc-80beffeb1c89",
  "importer": "effect",
  "compiledShaders": [
    {
      "glsl1": {
        "vert": "\nprecision highp float;\nuniform mat4 cc_matViewProj;\nuniform mat4 cc_matWorld;\nattribute vec3 a_position;\nattribute vec4 a_color;\nvarying vec4 v_color;\n#if USE_TEXTURE\nattribute vec2 a_uv0;\nvarying vec2 v_uv0;\n#endif\nvoid main () {\n  vec4 pos = vec4(a_position, 1);\n  #if CC_USE_MODEL\n  pos = cc_matViewProj * cc_matWorld * pos;\n  #else\n  pos = cc_matViewProj * pos;\n  #endif\n  #if USE_TEXTURE\n  v_uv0 = a_uv0;\n  #endif\n  v_color = a_color;\n  gl_Position = pos;\n}",
        "frag": "\nprecision highp float;\n#if USE_ALPHA_TEST\n#endif\nvarying vec4 v_color;\n#if USE_TEXTURE\nvarying vec2 v_uv0;\nuniform sampler2D texture;\n#endif\nuniform vec2 u_UVLeftTop;\nuniform vec2 u_UVRightBottom;\nvoid main () {\n     vec4 o = vec4(1, 1, 1, 1);\n    #if USE_TEXTURE\n    o *= texture2D(texture, v_uv0);\n    #endif\n    o *= v_color;\n    vec2 uv = v_uv0;\n    if (uv.x < u_UVLeftTop.x || uv.x > u_UVRightBottom.x ||\n        uv.y < u_UVLeftTop.y || uv.y > u_UVRightBottom.y) {\n        o.a = 0.0;\n    }\n    gl_FragColor = o;\n}"
      },
      "glsl3": {
        "vert": "\nprecision highp float;\nuniform CCGlobal {\n  mat4 cc_matView;\n  mat4 cc_matViewInv;\n  mat4 cc_matProj;\n  mat4 cc_matProjInv;\n  mat4 cc_matViewProj;\n  mat4 cc_matViewProjInv;\n  vec4 cc_cameraPos;\n  vec4 cc_time;\n  mediump vec4 cc_screenSize;\n  mediump vec4 cc_screenScale;\n};\nuniform CCLocal {\n  mat4 cc_matWorld;\n  mat4 cc_matWorldIT;\n};\nin vec3 a_position;\nin vec4 a_color;\nout vec4 v_color;\n#if USE_TEXTURE\nin vec2 a_uv0;\nout vec2 v_uv0;\n#endif\nvoid main () {\n  vec4 pos = vec4(a_position, 1);\n  #if CC_USE_MODEL\n  pos = cc_matViewProj * cc_matWorld * pos;\n  #else\n  pos = cc_matViewProj * pos;\n  #endif\n  #if USE_TEXTURE\n  v_uv0 = a_uv0;\n  #endif\n  v_color = a_color;\n  gl_Position = pos;\n}",
        "frag": "\nprecision highp float;\n#if USE_ALPHA_TEST\n  uniform ALPHA_TEST {\n    float alphaThreshold;\n  };\n#endif\nin vec4 v_color;\nuniform Props {\n  float edge;\n};\n#if USE_TEXTURE\nin vec2 v_uv0;\nuniform sampler2D texture;\n#endif\nuniform ARGS{\n    vec2 u_UVLeftTop;\n    vec2 u_UVRightBottom;\n};\nvoid main () {\n     vec4 o = vec4(1, 1, 1, 1);\n    #if USE_TEXTURE\n    o *= texture(texture, v_uv0);\n    #endif\n    o *= v_color;\n    vec2 uv = v_uv0;\n    if (uv.x < u_UVLeftTop.x || uv.x > u_UVRightBottom.x ||\n        uv.y < u_UVLeftTop.y || uv.y > u_UVRightBottom.y) {\n        o.a = 0.0;\n    }\n    gl_FragColor = o;\n}"
      }
    }
  ],
  "subMetas": {}
}