{
  "ver": "1.0.27",
  "uuid": "a8d4595f-5f4f-4b84-a3b7-988103168a7a",
  "importer": "effect",
  "compiledShaders": [
    {
      "glsl1": {
        "vert": "\nprecision highp float;\nuniform 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;\n#if SHOW_OUT_LINE\n  uniform vec4 outlineColor;\nuniform vec4 fntColor;\n#endif\nvoid main () {\n  vec4 color = v_color;\n  vec4 texture_tmp = texture2D(texture, v_uv0);\n  #if CC_USE_ALPHA_ATLAS_texture\n      texture_tmp.a *= texture2D(texture, v_uv0 + vec2(0, 0.5)).r;\n  #endif\n  #if INPUT_IS_GAMMA\n    color.rgb *= (texture_tmp.rgb * texture_tmp.rgb);\n    color.a *= texture_tmp.a;\n  #else\n    color *= texture_tmp;\n  #endif\n  float temp = 1.0;\n  if(color.a == 0.0)\n  {\n  }\n  if(color.r ==1.0 && color.g ==1.0 && color.b == 1.0 )\n  {\n      color = vec4(fntColor.r*temp, fntColor.g*temp, fntColor.b*temp, color.a);\n  }\n  else if(color.r ==0.0 && color.g ==0.0 && color.b == 0.0)\n  {\n      color = vec4(outlineColor.r*temp, outlineColor.g*temp, outlineColor.b*temp, color.a);\n  }\n  else\n  {\n      temp = 1.0-(color.r /1.0 + color.g / 1.0 + color.b /1.0)/3.0;\n      color = vec4(outlineColor.r*temp+(fntColor.r)*(1.0-temp), outlineColor.g*temp+(fntColor.g)*(1.0-temp), outlineColor.b*temp+(fntColor.b)*(1.0-temp), color.a);\n  }\n  gl_FragColor =color;\n}"
      },
      "glsl3": {
        "vert": "\nprecision highp float;\nuniform CCGlobal {\n  mat4 cc_matView;\n  mat4 cc_matViewInv;\n  mat4 cc_matProj;\n  mat4 cc_matProjInv;\n  mat4 cc_matViewProj;\n  mat4 cc_matViewProjInv;\n  vec4 cc_cameraPos;\n  vec4 cc_time;\n  mediump vec4 cc_screenSize;\n  mediump vec4 cc_screenScale;\n};\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;\n#if SHOW_OUT_LINE\n  uniform Outline {\n    vec4 outlineColor;\n    vec4 fntColor;\n  };\n#endif\nvoid main () {\n  vec4 color = v_color;\n  vec4 texture_tmp = texture(texture, v_uv0);\n  #if CC_USE_ALPHA_ATLAS_texture\n      texture_tmp.a *= texture(texture, v_uv0 + vec2(0, 0.5)).r;\n  #endif\n  #if INPUT_IS_GAMMA\n    color.rgb *= (texture_tmp.rgb * texture_tmp.rgb);\n    color.a *= texture_tmp.a;\n  #else\n    color *= texture_tmp;\n  #endif\n  float temp = 1.0;\n  if(color.a == 0.0)\n  {\n  }\n  if(color.r ==1.0 && color.g ==1.0 && color.b == 1.0 )\n  {\n      color = vec4(fntColor.r*temp, fntColor.g*temp, fntColor.b*temp, color.a);\n  }\n  else if(color.r ==0.0 && color.g ==0.0 && color.b == 0.0)\n  {\n      color = vec4(outlineColor.r*temp, outlineColor.g*temp, outlineColor.b*temp, color.a);\n  }\n  else\n  {\n      temp = 1.0-(color.r /1.0 + color.g / 1.0 + color.b /1.0)/3.0;\n      color = vec4(outlineColor.r*temp+(fntColor.r)*(1.0-temp), outlineColor.g*temp+(fntColor.g)*(1.0-temp), outlineColor.b*temp+(fntColor.b)*(1.0-temp), color.a);\n  }\n  gl_FragColor =color;\n}"
      }
    }
  ],
  "subMetas": {}
}