{
  "ver": "1.0.27",
  "uuid": "ccd9fbe1-b0af-4e37-966a-18927c87f434",
  "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\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}"
      },
      "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}"
      }
    }
  ],
  "subMetas": {}
}