{
  "__type__": "cc.EffectAsset",
  "_name": "fluxay_texture_angle2",
  "_objFlags": 0,
  "_native": "",
  "properties": null,
  "techniques": [
    {
      "passes": [
        {
          "blendState": {
            "targets": [
              {
                "blend": true
              }
            ]
          },
          "rasterizerState": {
            "cullMode": 0
          },
          "properties": {
            "texture": {
              "value": "white",
              "type": 29
            },
            "u_fluxayTexture": {
              "value": "white",
              "type": 29
            },
            "u_time": {
              "value": [
                0
              ],
              "type": 13
            },
            "u_scale": {
              "value": [
                1
              ],
              "type": 13
            },
            "u_angle": {
              "value": [
                30
              ],
              "type": 13
            },
            "u_uvRotated": {
              "value": [
                0
              ],
              "type": 13
            },
            "u_uvOffset": {
              "value": [
                0,
                0,
                1,
                1
              ],
              "type": 16
            }
          },
          "program": "fluxay_texture_angle2|vs|fs"
        }
      ]
    }
  ],
  "shaders": [
    {
      "hash": 2246976744,
      "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\n  in vec2 a_uv0;\n  out vec2 v_uv0;\n#endif\nvoid main () {\n  mat4 mvp;\n  #if CC_USE_MODEL\n    mvp = cc_matViewProj * cc_matWorld;\n  #else\n    mvp = cc_matViewProj;\n  #endif\n  v_uv0 = a_uv0;\n  v_color = a_color;\n  gl_Position = mvp * vec4(a_position, 1);\n}",
        "frag": "\nprecision highp float;\n#if USE_ALPHA_TEST\n  uniform ALPHA_TEST {\n    float alphaThreshold;\n  };\n#endif\nvoid ALPHA_TEST (in vec4 color) {\n  #if USE_ALPHA_TEST\n      if (color.a < alphaThreshold) discard;\n  #endif\n}\nvoid ALPHA_TEST (in float alpha) {\n  #if USE_ALPHA_TEST\n      if (alpha < alphaThreshold) discard;\n  #endif\n}\nin vec4 v_color;\nin vec2 v_uv0;\nuniform sampler2D texture;\nuniform sampler2D u_fluxayTexture;\nuniform ARGS {\n  float u_time;\n  float u_scale;\n  float u_angle;\n  float u_uvRotated;\n  vec4  u_uvOffset;\n};\nvec2 transformUV(vec2 UV,float angle){\n    float rotate = (angle * 3.1415926) / 180.0;\n    vec2 di = vec2(0.5, 0.5);\n    mat3 m = mat3(cos(rotate), -sin(rotate), 0.0,sin(rotate), cos(rotate), 0.0,0.0, 0.0, 1.0);\n    vec3 uv = vec3(UV.x,UV.y, 1.0)* m;\n    return vec2(uv.x,uv.y);\n}\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  ALPHA_TEST(o);\n  float xMin = u_uvOffset.x;\n  float xWidth = u_uvOffset.z - u_uvOffset.x;\n  float x = (v_uv0.x - xMin)/xWidth;\n  float yMin = u_uvOffset.y;\n  float yWidth = u_uvOffset.w- u_uvOffset.y;\n  float y = (v_uv0.y - yMin)/yWidth;\n  float angle = u_angle;\n  if(u_uvRotated >= 1.0)\n  {\n     x = (v_uv0.y - yMin)/yWidth;\n     y = (v_uv0.x - xMin)/xWidth;\n     angle = -u_angle;\n  }\n  if(o.a >= 1.0) {\n    vec2 fluxayUV = vec2(x, y);\n    x +=  u_scale;\n    float time = u_time*(1.0+u_scale);\n    if(o.a >= 1.0)\n    {\n      fluxayUV.x = (x-time)/ u_scale;\n      fluxayUV = transformUV(fluxayUV,angle);\n      vec4 fluxay = texture2D(u_fluxayTexture, fluxayUV);\n      o.a = fluxay.a;\n      gl_FragColor = o;\n    }\n    else {\n      o.a = 0.0;\n      gl_FragColor = o;\n    }\n  } else {\n    o.a = 0.0;\n    gl_FragColor = o;\n  }\n}"
      },
      "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\n  attribute vec2 a_uv0;\n  varying vec2 v_uv0;\n#endif\nvoid main () {\n  mat4 mvp;\n  #if CC_USE_MODEL\n    mvp = cc_matViewProj * cc_matWorld;\n  #else\n    mvp = cc_matViewProj;\n  #endif\n  v_uv0 = a_uv0;\n  v_color = a_color;\n  gl_Position = mvp * vec4(a_position, 1);\n}",
        "frag": "\nprecision highp float;\n#if USE_ALPHA_TEST\n  uniform float alphaThreshold;\n#endif\nvoid ALPHA_TEST (in vec4 color) {\n  #if USE_ALPHA_TEST\n      if (color.a < alphaThreshold) discard;\n  #endif\n}\nvoid ALPHA_TEST (in float alpha) {\n  #if USE_ALPHA_TEST\n      if (alpha < alphaThreshold) discard;\n  #endif\n}\nvarying vec4 v_color;\nvarying vec2 v_uv0;\nuniform sampler2D texture;\nuniform sampler2D u_fluxayTexture;\nuniform float u_time;\nuniform float u_scale;\nuniform float u_angle;\nuniform float u_uvRotated;\nuniform vec4 u_uvOffset;\nvec2 transformUV(vec2 UV,float angle){\n    float rotate = (angle * 3.1415926) / 180.0;\n    vec2 di = vec2(0.5, 0.5);\n    mat3 m = mat3(cos(rotate), -sin(rotate), 0.0,sin(rotate), cos(rotate), 0.0,0.0, 0.0, 1.0);\n    vec3 uv = vec3(UV.x,UV.y, 1.0)* m;\n    return vec2(uv.x,uv.y);\n}\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  ALPHA_TEST(o);\n  float xMin = u_uvOffset.x;\n  float xWidth = u_uvOffset.z - u_uvOffset.x;\n  float x = (v_uv0.x - xMin)/xWidth;\n  float yMin = u_uvOffset.y;\n  float yWidth = u_uvOffset.w- u_uvOffset.y;\n  float y = (v_uv0.y - yMin)/yWidth;\n  float angle = u_angle;\n  if(u_uvRotated >= 1.0)\n  {\n     x = (v_uv0.y - yMin)/yWidth;\n     y = (v_uv0.x - xMin)/xWidth;\n     angle = -u_angle;\n  }\n  if(o.a >= 1.0) {\n    vec2 fluxayUV = vec2(x, y);\n    x +=  u_scale;\n    float time = u_time*(1.0+u_scale);\n    if(o.a >= 1.0)\n    {\n      fluxayUV.x = (x-time)/ u_scale;\n      fluxayUV = transformUV(fluxayUV,angle);\n      vec4 fluxay = texture2D(u_fluxayTexture, fluxayUV);\n      o.a = fluxay.a;\n      gl_FragColor = o;\n    }\n    else {\n      o.a = 0.0;\n      gl_FragColor = o;\n    }\n  } else {\n    o.a = 0.0;\n    gl_FragColor = o;\n  }\n}"
      },
      "builtins": {
        "globals": {
          "blocks": [
            {
              "name": "CCGlobal",
              "defines": []
            }
          ],
          "samplers": []
        },
        "locals": {
          "blocks": [
            {
              "name": "CCLocal",
              "defines": []
            }
          ],
          "samplers": []
        }
      },
      "defines": [
        {
          "name": "USE_TEXTURE",
          "type": "boolean",
          "defines": []
        },
        {
          "name": "CC_USE_MODEL",
          "type": "boolean",
          "defines": []
        },
        {
          "name": "USE_ALPHA_TEST",
          "type": "boolean",
          "defines": []
        }
      ],
      "blocks": [
        {
          "name": "ALPHA_TEST",
          "members": [
            {
              "name": "alphaThreshold",
              "type": 13,
              "count": 1
            }
          ],
          "defines": [
            "USE_ALPHA_TEST"
          ],
          "binding": 0
        },
        {
          "name": "ARGS",
          "members": [
            {
              "name": "u_time",
              "type": 13,
              "count": 1
            },
            {
              "name": "u_scale",
              "type": 13,
              "count": 1
            },
            {
              "name": "u_angle",
              "type": 13,
              "count": 1
            },
            {
              "name": "u_uvRotated",
              "type": 13,
              "count": 1
            },
            {
              "name": "u_uvOffset",
              "type": 16,
              "count": 1
            }
          ],
          "defines": [],
          "binding": 1
        }
      ],
      "samplers": [
        {
          "name": "texture",
          "type": 29,
          "count": 1,
          "defines": [],
          "binding": 30
        },
        {
          "name": "u_fluxayTexture",
          "type": 29,
          "count": 1,
          "defines": [],
          "binding": 31
        }
      ],
      "record": null,
      "name": "fluxay_texture_angle2|vs|fs"
    }
  ]
}