{ "__type__": "cc.EffectAsset", "_name": "builtin-2d-gray-sprite", "_objFlags": 0, "_native": "", "properties": null, "techniques": [ { "passes": [ { "blendState": { "targets": [ { "blend": true } ] }, "rasterizerState": { "cullMode": 0 }, "properties": { "texture": { "value": "white", "type": 29 } }, "program": "builtin-2d-gray-sprite|vs|fs" } ] } ], "shaders": [ { "hash": 528178564, "glsl3": { "vert": "\nprecision highp float;\nuniform CCGlobal {\n highp vec4 cc_time;\n mediump vec4 cc_screenSize;\n mediump vec4 cc_screenScale;\n mediump vec4 cc_nativeSize;\n highp mat4 cc_matView;\n mediump mat4 cc_matViewInv;\n mediump mat4 cc_matProj;\n mediump mat4 cc_matProjInv;\n mediump mat4 cc_matViewProj;\n mediump mat4 cc_matViewProjInv;\n mediump vec4 cc_cameraPos;\n};\nin vec3 a_position;\nin mediump vec2 a_uv0;\nout mediump vec2 v_uv0;\nin vec4 a_color;\nout vec4 v_color;\nvoid main () {\n gl_Position = cc_matViewProj * vec4(a_position, 1);\n v_uv0 = a_uv0;\n v_color = a_color;\n}", "frag": "\nprecision highp float;\nuniform sampler2D texture;\nin mediump vec2 v_uv0;\nin vec4 v_color;\nvoid main () {\n vec4 color = v_color * texture2D(texture, v_uv0);\n #if CC_USE_ALPHA_ATLAS_TEXTURE\n color.a *= texture2D(texture, v_uv0 + vec2(0, 0.5)).r;\n #endif\n float gray = 0.2126*color.r + 0.7152*color.g + 0.0722*color.b;\n gl_FragColor = vec4(gray, gray, gray, color.a);\n}" }, "glsl1": { "vert": "\nprecision highp float;\nuniform mediump mat4 cc_matViewProj;\nattribute vec3 a_position;\nattribute mediump vec2 a_uv0;\nvarying mediump vec2 v_uv0;\nattribute vec4 a_color;\nvarying vec4 v_color;\nvoid main () {\n gl_Position = cc_matViewProj * vec4(a_position, 1);\n v_uv0 = a_uv0;\n v_color = a_color;\n}", "frag": "\nprecision highp float;\nuniform sampler2D texture;\nvarying mediump vec2 v_uv0;\nvarying vec4 v_color;\nvoid main () {\n vec4 color = v_color * texture2D(texture, v_uv0);\n #if CC_USE_ALPHA_ATLAS_TEXTURE\n color.a *= texture2D(texture, v_uv0 + vec2(0, 0.5)).r;\n #endif\n float gray = 0.2126*color.r + 0.7152*color.g + 0.0722*color.b;\n gl_FragColor = vec4(gray, gray, gray, color.a);\n}" }, "builtins": { "globals": { "blocks": [ { "name": "CCGlobal", "defines": [] } ], "samplers": [] }, "locals": { "blocks": [], "samplers": [] } }, "defines": [ { "name": "CC_USE_ALPHA_ATLAS_TEXTURE", "type": "boolean", "defines": [] } ], "blocks": [], "samplers": [ { "name": "texture", "type": 29, "count": 1, "defines": [], "binding": 30 } ], "record": null, "name": "builtin-2d-gray-sprite|vs|fs" } ] }