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        "frag": "\n  precision mediump float;\n  layout(set = 0, binding = 0) uniform CCGlobal {\n    highp   vec4 cc_time;\n    mediump vec4 cc_screenSize;\n    mediump vec4 cc_nativeSize;\n    mediump vec4 cc_probeInfo;\n    mediump vec4 cc_debug_view_mode;\n  };\n  layout(set = 0, binding = 1) uniform CCCamera {\n    highp   mat4 cc_matView;\n    highp   mat4 cc_matViewInv;\n    highp   mat4 cc_matProj;\n    highp   mat4 cc_matProjInv;\n    highp   mat4 cc_matViewProj;\n    highp   mat4 cc_matViewProjInv;\n    highp   vec4 cc_cameraPos;\n    mediump vec4 cc_surfaceTransform;\n    mediump vec4 cc_screenScale;\n    mediump vec4 cc_exposure;\n    mediump vec4 cc_mainLitDir;\n    mediump vec4 cc_mainLitColor;\n    mediump vec4 cc_ambientSky;\n    mediump vec4 cc_ambientGround;\n    mediump vec4 cc_fogColor;\n    mediump vec4 cc_fogBase;\n    mediump vec4 cc_fogAdd;\n    mediump vec4 cc_nearFar;\n    mediump vec4 cc_viewPort;\n  };\n  vec4 CCFragOutput (vec4 color) {\n    return color;\n  }\n  layout(location = 0) in vec2 uv;\n  layout(location = 1) in vec4 color;\n  #if CC_DRAW_WIRE_FRAME\n    layout(location = 2) in vec3 vBarycentric;\n  #endif\n  layout(set = 1, binding = 2) uniform sampler2D mainTexture;\n  layout(set = 1, binding = 1) uniform FragConstants {\n    vec4 tintColor;\n  };\n  vec4 add () {\n    vec4 col = 2.0 * color * tintColor * texture(mainTexture, uv);\n#if CC_DRAW_WIRE_FRAME\n    if (any(lessThan(vBarycentric, vec3(0.02)))) {\n        col = vec4(0., 1., 1., 1.);\n    }\n#endif\n    return CCFragOutput(col);\n  }\nlayout(location = 0) out vec4 cc_FragColor;\nvoid main() { cc_FragColor = add(); }"
      },
      "glsl3": {
        "vert": "\nprecision mediump float;\nlayout(std140) uniform Constants {\n  vec4 mainTiling_Offset;\n  vec4 frameTile_velLenScale;\n  vec4 scale;\n  vec4 nodeRotation;\n};\nlayout(std140) uniform CCGlobal {\n  highp   vec4 cc_time;\n  mediump vec4 cc_screenSize;\n  mediump vec4 cc_nativeSize;\n  mediump vec4 cc_probeInfo;\n  mediump vec4 cc_debug_view_mode;\n};\nlayout(std140) uniform CCCamera {\n  highp   mat4 cc_matView;\n  highp   mat4 cc_matViewInv;\n  highp   mat4 cc_matProj;\n  highp   mat4 cc_matProjInv;\n  highp   mat4 cc_matViewProj;\n  highp   mat4 cc_matViewProjInv;\n  highp   vec4 cc_cameraPos;\n  mediump vec4 cc_surfaceTransform;\n  mediump vec4 cc_screenScale;\n  mediump vec4 cc_exposure;\n  mediump vec4 cc_mainLitDir;\n  mediump vec4 cc_mainLitColor;\n  mediump vec4 cc_ambientSky;\n  mediump vec4 cc_ambientGround;\n  mediump vec4 cc_fogColor;\n  mediump vec4 cc_fogBase;\n  mediump vec4 cc_fogAdd;\n  mediump vec4 cc_nearFar;\n  mediump vec4 cc_viewPort;\n};\nlayout(std140) uniform CCLocal {\n  highp mat4 cc_matWorld;\n  highp mat4 cc_matWorldIT;\n  highp vec4 cc_lightingMapUVParam;\n  highp vec4 cc_localShadowBias;\n  highp vec4 cc_reflectionProbeData1;\n  highp vec4 cc_reflectionProbeData2;\n  highp vec4 cc_reflectionProbeBlendData1;\n  highp vec4 cc_reflectionProbeBlendData2;\n};\nout mediump vec2 uv;\nout mediump vec4 color;\nin vec3 a_position;\nin vec4 a_texCoord;\nin vec3 a_texCoord1;\nin vec3 a_texCoord2;\nin vec4 a_color;\n#if CC_DRAW_WIRE_FRAME\n  out vec3 vBarycentric;\n#endif\nvec4 vs_main() {\n  highp vec4 pos = vec4(a_position, 1);\n  vec4 velocity = vec4(a_texCoord1.xyz, 0);\n  #if !CC_USE_WORLD_SPACE\n    pos = cc_matWorld * pos;\n    velocity = cc_matWorld * velocity;\n  #endif\n  float vertOffset = (a_texCoord.x - 0.5) * a_texCoord.y;\n  vec3 camUp = normalize(cross(pos.xyz - cc_cameraPos.xyz, velocity.xyz));\n  pos.xyz += camUp * vertOffset;\n  pos = cc_matViewProj * pos;\n  uv = a_texCoord.zw * mainTiling_Offset.xy + mainTiling_Offset.zw;;\n  color = a_color;\n  #if CC_DRAW_WIRE_FRAME\n    vBarycentric = a_texCoord2;\n  #endif\n  return pos;\n}\nvoid main() { gl_Position = vs_main(); }",
        "frag": "\n  precision mediump float;\n  layout(std140) uniform CCGlobal {\n    highp   vec4 cc_time;\n    mediump vec4 cc_screenSize;\n    mediump vec4 cc_nativeSize;\n    mediump vec4 cc_probeInfo;\n    mediump vec4 cc_debug_view_mode;\n  };\n  layout(std140) uniform CCCamera {\n    highp   mat4 cc_matView;\n    highp   mat4 cc_matViewInv;\n    highp   mat4 cc_matProj;\n    highp   mat4 cc_matProjInv;\n    highp   mat4 cc_matViewProj;\n    highp   mat4 cc_matViewProjInv;\n    highp   vec4 cc_cameraPos;\n    mediump vec4 cc_surfaceTransform;\n    mediump vec4 cc_screenScale;\n    mediump vec4 cc_exposure;\n    mediump vec4 cc_mainLitDir;\n    mediump vec4 cc_mainLitColor;\n    mediump vec4 cc_ambientSky;\n    mediump vec4 cc_ambientGround;\n    mediump vec4 cc_fogColor;\n    mediump vec4 cc_fogBase;\n    mediump vec4 cc_fogAdd;\n    mediump vec4 cc_nearFar;\n    mediump vec4 cc_viewPort;\n  };\n  vec4 CCFragOutput (vec4 color) {\n    return color;\n  }\n  in vec2 uv;\n  in vec4 color;\n  #if CC_DRAW_WIRE_FRAME\n    in vec3 vBarycentric;\n  #endif\n  uniform sampler2D mainTexture;\n  layout(std140) uniform FragConstants {\n    vec4 tintColor;\n  };\n  vec4 add () {\n    vec4 col = 2.0 * color * tintColor * texture(mainTexture, uv);\n#if CC_DRAW_WIRE_FRAME\n    if (any(lessThan(vBarycentric, vec3(0.02)))) {\n        col = vec4(0., 1., 1., 1.);\n    }\n#endif\n    return CCFragOutput(col);\n  }\nlayout(location = 0) out vec4 cc_FragColor;\nvoid main() { cc_FragColor = add(); }"
      },
      "glsl1": {
        "vert": "\nprecision mediump float;\n   uniform vec4 mainTiling_Offset;\nuniform highp mat4 cc_matViewProj;\n  uniform highp vec4 cc_cameraPos;\nuniform highp mat4 cc_matWorld;\nvarying mediump vec2 uv;\nvarying mediump vec4 color;\nattribute vec3 a_position;\nattribute vec4 a_texCoord;\nattribute vec3 a_texCoord1;\nattribute vec3 a_texCoord2;\nattribute vec4 a_color;\n#if CC_DRAW_WIRE_FRAME\n  varying vec3 vBarycentric;\n#endif\nvec4 vs_main() {\n  highp vec4 pos = vec4(a_position, 1);\n  vec4 velocity = vec4(a_texCoord1.xyz, 0);\n  #if !CC_USE_WORLD_SPACE\n    pos = cc_matWorld * pos;\n    velocity = cc_matWorld * velocity;\n  #endif\n  float vertOffset = (a_texCoord.x - 0.5) * a_texCoord.y;\n  vec3 camUp = normalize(cross(pos.xyz - cc_cameraPos.xyz, velocity.xyz));\n  pos.xyz += camUp * vertOffset;\n  pos = cc_matViewProj * pos;\n  uv = a_texCoord.zw * mainTiling_Offset.xy + mainTiling_Offset.zw;;\n  color = a_color;\n  #if CC_DRAW_WIRE_FRAME\n    vBarycentric = a_texCoord2;\n  #endif\n  return pos;\n}\nvoid main() { gl_Position = vs_main(); }",
        "frag": "\n  precision mediump float;\n  vec4 CCFragOutput (vec4 color) {\n    return color;\n  }\n  varying vec2 uv;\n  varying vec4 color;\n  #if CC_DRAW_WIRE_FRAME\n    varying vec3 vBarycentric;\n  #endif\n  uniform sampler2D mainTexture;\n      uniform vec4 tintColor;\n  vec4 add () {\n    vec4 col = 2.0 * color * tintColor * texture2D(mainTexture, uv);\n#if CC_DRAW_WIRE_FRAME\n    if (any(lessThan(vBarycentric, vec3(0.02)))) {\n        col = vec4(0., 1., 1., 1.);\n    }\n#endif\n    return CCFragOutput(col);\n  }\nvoid main() { gl_FragColor = add(); }"
      },
      "builtins": {
        "globals": {
          "blocks": [
            {
              "name": "CCGlobal",
              "defines": []
            },
            {
              "name": "CCCamera",
              "defines": []
            }
          ],
          "samplerTextures": [],
          "buffers": [],
          "images": []
        },
        "locals": {
          "blocks": [
            {
              "name": "CCLocal",
              "defines": []
            }
          ],
          "samplerTextures": [],
          "buffers": [],
          "images": []
        },
        "statistics": {
          "CC_EFFECT_USED_VERTEX_UNIFORM_VECTORS": 60,
          "CC_EFFECT_USED_FRAGMENT_UNIFORM_VECTORS": 43
        }
      },
      "defines": [
        {
          "name": "CC_RENDER_MODE",
          "type": "number",
          "defines": [],
          "range": [
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          ]
        },
        {
          "name": "CC_DRAW_WIRE_FRAME",
          "type": "boolean",
          "defines": []
        },
        {
          "name": "CC_USE_WORLD_SPACE",
          "type": "boolean",
          "defines": []
        }
      ],
      "name": "particles/builtin-particle-trail|builtin/internal/particle-trail:vs_main|tinted-fs:add"
    },
    {
      "blocks": [
        {
          "name": "Constants",
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              "name": "mainTiling_Offset",
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            },
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              "name": "frameTile_velLenScale",
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            },
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              "name": "scale",
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      "samplerTextures": [
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        }
      ],
      "samplers": [],
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      "subpassInputs": [],
      "attributes": [
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          "name": "a_position",
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          "format": 32,
          "location": 0
        },
        {
          "name": "a_texCoord",
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          "format": 44,
          "location": 1
        },
        {
          "name": "a_texCoord1",
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          "format": 32,
          "location": 2
        },
        {
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          "format": 32,
          "location": 3
        },
        {
          "name": "a_color",
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          "format": 44,
          "location": 4
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      ],
      "varyings": [
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          "stageFlags": 17,
          "location": 0
        },
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          "defines": [
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      ],
      "fragColors": [
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          "name": "cc_FragColor",
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      ],
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        "vert": "\nprecision mediump float;\nlayout(set = 1, binding = 0) uniform Constants {\n  vec4 mainTiling_Offset;\n  vec4 frameTile_velLenScale;\n  vec4 scale;\n  vec4 nodeRotation;\n};\nlayout(set = 0, binding = 0) uniform CCGlobal {\n  highp   vec4 cc_time;\n  mediump vec4 cc_screenSize;\n  mediump vec4 cc_nativeSize;\n  mediump vec4 cc_probeInfo;\n  mediump vec4 cc_debug_view_mode;\n};\nlayout(set = 0, binding = 1) uniform CCCamera {\n  highp   mat4 cc_matView;\n  highp   mat4 cc_matViewInv;\n  highp   mat4 cc_matProj;\n  highp   mat4 cc_matProjInv;\n  highp   mat4 cc_matViewProj;\n  highp   mat4 cc_matViewProjInv;\n  highp   vec4 cc_cameraPos;\n  mediump vec4 cc_surfaceTransform;\n  mediump vec4 cc_screenScale;\n  mediump vec4 cc_exposure;\n  mediump vec4 cc_mainLitDir;\n  mediump vec4 cc_mainLitColor;\n  mediump vec4 cc_ambientSky;\n  mediump vec4 cc_ambientGround;\n  mediump vec4 cc_fogColor;\n  mediump vec4 cc_fogBase;\n  mediump vec4 cc_fogAdd;\n  mediump vec4 cc_nearFar;\n  mediump vec4 cc_viewPort;\n};\nlayout(set = 2, binding = 0) uniform CCLocal {\n  highp mat4 cc_matWorld;\n  highp mat4 cc_matWorldIT;\n  highp vec4 cc_lightingMapUVParam;\n  highp vec4 cc_localShadowBias;\n  highp vec4 cc_reflectionProbeData1;\n  highp vec4 cc_reflectionProbeData2;\n  highp vec4 cc_reflectionProbeBlendData1;\n  highp vec4 cc_reflectionProbeBlendData2;\n};\nlayout(location = 0) out mediump vec2 uv;\nlayout(location = 1) out mediump vec4 color;\nlayout(location = 0) in vec3 a_position;\nlayout(location = 1) in vec4 a_texCoord;\nlayout(location = 2) in vec3 a_texCoord1;\nlayout(location = 3) in vec3 a_texCoord2;\nlayout(location = 4) in vec4 a_color;\n#if CC_DRAW_WIRE_FRAME\n  layout(location = 2) out vec3 vBarycentric;\n#endif\nvec4 vs_main() {\n  highp vec4 pos = vec4(a_position, 1);\n  vec4 velocity = vec4(a_texCoord1.xyz, 0);\n  #if !CC_USE_WORLD_SPACE\n    pos = cc_matWorld * pos;\n    velocity = cc_matWorld * velocity;\n  #endif\n  float vertOffset = (a_texCoord.x - 0.5) * a_texCoord.y;\n  vec3 camUp = normalize(cross(pos.xyz - cc_cameraPos.xyz, velocity.xyz));\n  pos.xyz += camUp * vertOffset;\n  pos = cc_matViewProj * pos;\n  uv = a_texCoord.zw * mainTiling_Offset.xy + mainTiling_Offset.zw;;\n  color = a_color;\n  #if CC_DRAW_WIRE_FRAME\n    vBarycentric = a_texCoord2;\n  #endif\n  return pos;\n}\nvoid main() { gl_Position = vs_main(); }",
        "frag": "\n  precision mediump float;\n  layout(set = 0, binding = 0) uniform CCGlobal {\n    highp   vec4 cc_time;\n    mediump vec4 cc_screenSize;\n    mediump vec4 cc_nativeSize;\n    mediump vec4 cc_probeInfo;\n    mediump vec4 cc_debug_view_mode;\n  };\n  layout(set = 0, binding = 1) uniform CCCamera {\n    highp   mat4 cc_matView;\n    highp   mat4 cc_matViewInv;\n    highp   mat4 cc_matProj;\n    highp   mat4 cc_matProjInv;\n    highp   mat4 cc_matViewProj;\n    highp   mat4 cc_matViewProjInv;\n    highp   vec4 cc_cameraPos;\n    mediump vec4 cc_surfaceTransform;\n    mediump vec4 cc_screenScale;\n    mediump vec4 cc_exposure;\n    mediump vec4 cc_mainLitDir;\n    mediump vec4 cc_mainLitColor;\n    mediump vec4 cc_ambientSky;\n    mediump vec4 cc_ambientGround;\n    mediump vec4 cc_fogColor;\n    mediump vec4 cc_fogBase;\n    mediump vec4 cc_fogAdd;\n    mediump vec4 cc_nearFar;\n    mediump vec4 cc_viewPort;\n  };\n  vec4 CCFragOutput (vec4 color) {\n    return color;\n  }\n  layout(location = 0) in vec2 uv;\n  layout(location = 1) in vec4 color;\n  #if CC_DRAW_WIRE_FRAME\n    layout(location = 2) in vec3 vBarycentric;\n  #endif\n  layout(set = 1, binding = 2) uniform sampler2D mainTexture;\n  layout(set = 1, binding = 1) uniform FragConstants {\n    vec4 tintColor;\n  };\n  vec4 multiply () {\n    vec4 col;\n    vec4 texColor = texture(mainTexture, uv);\n    col.rgb = tintColor.rgb * texColor.rgb * color.rgb * vec3(2.0);\n    col.a = (1.0 - texColor.a) * (tintColor.a * color.a * 2.0);\n#if CC_DRAW_WIRE_FRAME\n    if (any(lessThan(vBarycentric, vec3(0.02)))) {\n        col = vec4(0., 1., 1., col.a);\n    }\n#endif\n    return CCFragOutput(col);\n  }\nlayout(location = 0) out vec4 cc_FragColor;\nvoid main() { cc_FragColor = multiply(); }"
      },
      "glsl3": {
        "vert": "\nprecision mediump float;\nlayout(std140) uniform Constants {\n  vec4 mainTiling_Offset;\n  vec4 frameTile_velLenScale;\n  vec4 scale;\n  vec4 nodeRotation;\n};\nlayout(std140) uniform CCGlobal {\n  highp   vec4 cc_time;\n  mediump vec4 cc_screenSize;\n  mediump vec4 cc_nativeSize;\n  mediump vec4 cc_probeInfo;\n  mediump vec4 cc_debug_view_mode;\n};\nlayout(std140) uniform CCCamera {\n  highp   mat4 cc_matView;\n  highp   mat4 cc_matViewInv;\n  highp   mat4 cc_matProj;\n  highp   mat4 cc_matProjInv;\n  highp   mat4 cc_matViewProj;\n  highp   mat4 cc_matViewProjInv;\n  highp   vec4 cc_cameraPos;\n  mediump vec4 cc_surfaceTransform;\n  mediump vec4 cc_screenScale;\n  mediump vec4 cc_exposure;\n  mediump vec4 cc_mainLitDir;\n  mediump vec4 cc_mainLitColor;\n  mediump vec4 cc_ambientSky;\n  mediump vec4 cc_ambientGround;\n  mediump vec4 cc_fogColor;\n  mediump vec4 cc_fogBase;\n  mediump vec4 cc_fogAdd;\n  mediump vec4 cc_nearFar;\n  mediump vec4 cc_viewPort;\n};\nlayout(std140) uniform CCLocal {\n  highp mat4 cc_matWorld;\n  highp mat4 cc_matWorldIT;\n  highp vec4 cc_lightingMapUVParam;\n  highp vec4 cc_localShadowBias;\n  highp vec4 cc_reflectionProbeData1;\n  highp vec4 cc_reflectionProbeData2;\n  highp vec4 cc_reflectionProbeBlendData1;\n  highp vec4 cc_reflectionProbeBlendData2;\n};\nout mediump vec2 uv;\nout mediump vec4 color;\nin vec3 a_position;\nin vec4 a_texCoord;\nin vec3 a_texCoord1;\nin vec3 a_texCoord2;\nin vec4 a_color;\n#if CC_DRAW_WIRE_FRAME\n  out vec3 vBarycentric;\n#endif\nvec4 vs_main() {\n  highp vec4 pos = vec4(a_position, 1);\n  vec4 velocity = vec4(a_texCoord1.xyz, 0);\n  #if !CC_USE_WORLD_SPACE\n    pos = cc_matWorld * pos;\n    velocity = cc_matWorld * velocity;\n  #endif\n  float vertOffset = (a_texCoord.x - 0.5) * a_texCoord.y;\n  vec3 camUp = normalize(cross(pos.xyz - cc_cameraPos.xyz, velocity.xyz));\n  pos.xyz += camUp * vertOffset;\n  pos = cc_matViewProj * pos;\n  uv = a_texCoord.zw * mainTiling_Offset.xy + mainTiling_Offset.zw;;\n  color = a_color;\n  #if CC_DRAW_WIRE_FRAME\n    vBarycentric = a_texCoord2;\n  #endif\n  return pos;\n}\nvoid main() { gl_Position = vs_main(); }",
        "frag": "\n  precision mediump float;\n  layout(std140) uniform CCGlobal {\n    highp   vec4 cc_time;\n    mediump vec4 cc_screenSize;\n    mediump vec4 cc_nativeSize;\n    mediump vec4 cc_probeInfo;\n    mediump vec4 cc_debug_view_mode;\n  };\n  layout(std140) uniform CCCamera {\n    highp   mat4 cc_matView;\n    highp   mat4 cc_matViewInv;\n    highp   mat4 cc_matProj;\n    highp   mat4 cc_matProjInv;\n    highp   mat4 cc_matViewProj;\n    highp   mat4 cc_matViewProjInv;\n    highp   vec4 cc_cameraPos;\n    mediump vec4 cc_surfaceTransform;\n    mediump vec4 cc_screenScale;\n    mediump vec4 cc_exposure;\n    mediump vec4 cc_mainLitDir;\n    mediump vec4 cc_mainLitColor;\n    mediump vec4 cc_ambientSky;\n    mediump vec4 cc_ambientGround;\n    mediump vec4 cc_fogColor;\n    mediump vec4 cc_fogBase;\n    mediump vec4 cc_fogAdd;\n    mediump vec4 cc_nearFar;\n    mediump vec4 cc_viewPort;\n  };\n  vec4 CCFragOutput (vec4 color) {\n    return color;\n  }\n  in vec2 uv;\n  in vec4 color;\n  #if CC_DRAW_WIRE_FRAME\n    in vec3 vBarycentric;\n  #endif\n  uniform sampler2D mainTexture;\n  layout(std140) uniform FragConstants {\n    vec4 tintColor;\n  };\n  vec4 multiply () {\n    vec4 col;\n    vec4 texColor = texture(mainTexture, uv);\n    col.rgb = tintColor.rgb * texColor.rgb * color.rgb * vec3(2.0);\n    col.a = (1.0 - texColor.a) * (tintColor.a * color.a * 2.0);\n#if CC_DRAW_WIRE_FRAME\n    if (any(lessThan(vBarycentric, vec3(0.02)))) {\n        col = vec4(0., 1., 1., col.a);\n    }\n#endif\n    return CCFragOutput(col);\n  }\nlayout(location = 0) out vec4 cc_FragColor;\nvoid main() { cc_FragColor = multiply(); }"
      },
      "glsl1": {
        "vert": "\nprecision mediump float;\n   uniform vec4 mainTiling_Offset;\nuniform highp mat4 cc_matViewProj;\n  uniform highp vec4 cc_cameraPos;\nuniform highp mat4 cc_matWorld;\nvarying mediump vec2 uv;\nvarying mediump vec4 color;\nattribute vec3 a_position;\nattribute vec4 a_texCoord;\nattribute vec3 a_texCoord1;\nattribute vec3 a_texCoord2;\nattribute vec4 a_color;\n#if CC_DRAW_WIRE_FRAME\n  varying vec3 vBarycentric;\n#endif\nvec4 vs_main() {\n  highp vec4 pos = vec4(a_position, 1);\n  vec4 velocity = vec4(a_texCoord1.xyz, 0);\n  #if !CC_USE_WORLD_SPACE\n    pos = cc_matWorld * pos;\n    velocity = cc_matWorld * velocity;\n  #endif\n  float vertOffset = (a_texCoord.x - 0.5) * a_texCoord.y;\n  vec3 camUp = normalize(cross(pos.xyz - cc_cameraPos.xyz, velocity.xyz));\n  pos.xyz += camUp * vertOffset;\n  pos = cc_matViewProj * pos;\n  uv = a_texCoord.zw * mainTiling_Offset.xy + mainTiling_Offset.zw;;\n  color = a_color;\n  #if CC_DRAW_WIRE_FRAME\n    vBarycentric = a_texCoord2;\n  #endif\n  return pos;\n}\nvoid main() { gl_Position = vs_main(); }",
        "frag": "\n  precision mediump float;\n  vec4 CCFragOutput (vec4 color) {\n    return color;\n  }\n  varying vec2 uv;\n  varying vec4 color;\n  #if CC_DRAW_WIRE_FRAME\n    varying vec3 vBarycentric;\n  #endif\n  uniform sampler2D mainTexture;\n      uniform vec4 tintColor;\n  vec4 multiply () {\n    vec4 col;\n    vec4 texColor = texture2D(mainTexture, uv);\n    col.rgb = tintColor.rgb * texColor.rgb * color.rgb * vec3(2.0);\n    col.a = (1.0 - texColor.a) * (tintColor.a * color.a * 2.0);\n#if CC_DRAW_WIRE_FRAME\n    if (any(lessThan(vBarycentric, vec3(0.02)))) {\n        col = vec4(0., 1., 1., col.a);\n    }\n#endif\n    return CCFragOutput(col);\n  }\nvoid main() { gl_FragColor = multiply(); }"
      },
      "builtins": {
        "globals": {
          "blocks": [
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              "name": "CCGlobal",
              "defines": []
            },
            {
              "name": "CCCamera",
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          "samplerTextures": [],
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        "statistics": {
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          "CC_EFFECT_USED_FRAGMENT_UNIFORM_VECTORS": 43
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      },
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        },
        {
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          "type": "boolean",
          "defines": []
        }
      ],
      "name": "particles/builtin-particle-trail|builtin/internal/particle-trail:vs_main|tinted-fs:multiply"
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      ],
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        "vert": "\nprecision mediump float;\nlayout(set = 1, binding = 0) uniform Constants {\n  vec4 mainTiling_Offset;\n  vec4 frameTile_velLenScale;\n  vec4 scale;\n  vec4 nodeRotation;\n};\nlayout(set = 0, binding = 0) uniform CCGlobal {\n  highp   vec4 cc_time;\n  mediump vec4 cc_screenSize;\n  mediump vec4 cc_nativeSize;\n  mediump vec4 cc_probeInfo;\n  mediump vec4 cc_debug_view_mode;\n};\nlayout(set = 0, binding = 1) uniform CCCamera {\n  highp   mat4 cc_matView;\n  highp   mat4 cc_matViewInv;\n  highp   mat4 cc_matProj;\n  highp   mat4 cc_matProjInv;\n  highp   mat4 cc_matViewProj;\n  highp   mat4 cc_matViewProjInv;\n  highp   vec4 cc_cameraPos;\n  mediump vec4 cc_surfaceTransform;\n  mediump vec4 cc_screenScale;\n  mediump vec4 cc_exposure;\n  mediump vec4 cc_mainLitDir;\n  mediump vec4 cc_mainLitColor;\n  mediump vec4 cc_ambientSky;\n  mediump vec4 cc_ambientGround;\n  mediump vec4 cc_fogColor;\n  mediump vec4 cc_fogBase;\n  mediump vec4 cc_fogAdd;\n  mediump vec4 cc_nearFar;\n  mediump vec4 cc_viewPort;\n};\nlayout(set = 2, binding = 0) uniform CCLocal {\n  highp mat4 cc_matWorld;\n  highp mat4 cc_matWorldIT;\n  highp vec4 cc_lightingMapUVParam;\n  highp vec4 cc_localShadowBias;\n  highp vec4 cc_reflectionProbeData1;\n  highp vec4 cc_reflectionProbeData2;\n  highp vec4 cc_reflectionProbeBlendData1;\n  highp vec4 cc_reflectionProbeBlendData2;\n};\nlayout(location = 0) out mediump vec2 uv;\nlayout(location = 1) out mediump vec4 color;\nlayout(location = 0) in vec3 a_position;\nlayout(location = 1) in vec4 a_texCoord;\nlayout(location = 2) in vec3 a_texCoord1;\nlayout(location = 3) in vec3 a_texCoord2;\nlayout(location = 4) in vec4 a_color;\n#if CC_DRAW_WIRE_FRAME\n  layout(location = 2) out vec3 vBarycentric;\n#endif\nvec4 vs_main() {\n  highp vec4 pos = vec4(a_position, 1);\n  vec4 velocity = vec4(a_texCoord1.xyz, 0);\n  #if !CC_USE_WORLD_SPACE\n    pos = cc_matWorld * pos;\n    velocity = cc_matWorld * velocity;\n  #endif\n  float vertOffset = (a_texCoord.x - 0.5) * a_texCoord.y;\n  vec3 camUp = normalize(cross(pos.xyz - cc_cameraPos.xyz, velocity.xyz));\n  pos.xyz += camUp * vertOffset;\n  pos = cc_matViewProj * pos;\n  uv = a_texCoord.zw * mainTiling_Offset.xy + mainTiling_Offset.zw;;\n  color = a_color;\n  #if CC_DRAW_WIRE_FRAME\n    vBarycentric = a_texCoord2;\n  #endif\n  return pos;\n}\nvoid main() { gl_Position = vs_main(); }",
        "frag": "\nprecision mediump float;\nlayout(set = 0, binding = 0) uniform CCGlobal {\n  highp   vec4 cc_time;\n  mediump vec4 cc_screenSize;\n  mediump vec4 cc_nativeSize;\n  mediump vec4 cc_probeInfo;\n  mediump vec4 cc_debug_view_mode;\n};\nlayout(set = 0, binding = 1) uniform CCCamera {\n  highp   mat4 cc_matView;\n  highp   mat4 cc_matViewInv;\n  highp   mat4 cc_matProj;\n  highp   mat4 cc_matProjInv;\n  highp   mat4 cc_matViewProj;\n  highp   mat4 cc_matViewProjInv;\n  highp   vec4 cc_cameraPos;\n  mediump vec4 cc_surfaceTransform;\n  mediump vec4 cc_screenScale;\n  mediump vec4 cc_exposure;\n  mediump vec4 cc_mainLitDir;\n  mediump vec4 cc_mainLitColor;\n  mediump vec4 cc_ambientSky;\n  mediump vec4 cc_ambientGround;\n  mediump vec4 cc_fogColor;\n  mediump vec4 cc_fogBase;\n  mediump vec4 cc_fogAdd;\n  mediump vec4 cc_nearFar;\n  mediump vec4 cc_viewPort;\n};\nvec4 CCFragOutput (vec4 color) {\n  return color;\n}\nlayout(location = 0) in vec2 uv;\nlayout(location = 1) in vec4 color;\nlayout(set = 1, binding = 1) uniform sampler2D mainTexture;\nvec4 addSmooth () {\n  vec4 col = color * texture(mainTexture, uv);\n  col.rgb *= col.a;\n  return CCFragOutput(col);\n}\nlayout(location = 0) out vec4 cc_FragColor;\nvoid main() { cc_FragColor = addSmooth(); }"
      },
      "glsl3": {
        "vert": "\nprecision mediump float;\nlayout(std140) uniform Constants {\n  vec4 mainTiling_Offset;\n  vec4 frameTile_velLenScale;\n  vec4 scale;\n  vec4 nodeRotation;\n};\nlayout(std140) uniform CCGlobal {\n  highp   vec4 cc_time;\n  mediump vec4 cc_screenSize;\n  mediump vec4 cc_nativeSize;\n  mediump vec4 cc_probeInfo;\n  mediump vec4 cc_debug_view_mode;\n};\nlayout(std140) uniform CCCamera {\n  highp   mat4 cc_matView;\n  highp   mat4 cc_matViewInv;\n  highp   mat4 cc_matProj;\n  highp   mat4 cc_matProjInv;\n  highp   mat4 cc_matViewProj;\n  highp   mat4 cc_matViewProjInv;\n  highp   vec4 cc_cameraPos;\n  mediump vec4 cc_surfaceTransform;\n  mediump vec4 cc_screenScale;\n  mediump vec4 cc_exposure;\n  mediump vec4 cc_mainLitDir;\n  mediump vec4 cc_mainLitColor;\n  mediump vec4 cc_ambientSky;\n  mediump vec4 cc_ambientGround;\n  mediump vec4 cc_fogColor;\n  mediump vec4 cc_fogBase;\n  mediump vec4 cc_fogAdd;\n  mediump vec4 cc_nearFar;\n  mediump vec4 cc_viewPort;\n};\nlayout(std140) uniform CCLocal {\n  highp mat4 cc_matWorld;\n  highp mat4 cc_matWorldIT;\n  highp vec4 cc_lightingMapUVParam;\n  highp vec4 cc_localShadowBias;\n  highp vec4 cc_reflectionProbeData1;\n  highp vec4 cc_reflectionProbeData2;\n  highp vec4 cc_reflectionProbeBlendData1;\n  highp vec4 cc_reflectionProbeBlendData2;\n};\nout mediump vec2 uv;\nout mediump vec4 color;\nin vec3 a_position;\nin vec4 a_texCoord;\nin vec3 a_texCoord1;\nin vec3 a_texCoord2;\nin vec4 a_color;\n#if CC_DRAW_WIRE_FRAME\n  out vec3 vBarycentric;\n#endif\nvec4 vs_main() {\n  highp vec4 pos = vec4(a_position, 1);\n  vec4 velocity = vec4(a_texCoord1.xyz, 0);\n  #if !CC_USE_WORLD_SPACE\n    pos = cc_matWorld * pos;\n    velocity = cc_matWorld * velocity;\n  #endif\n  float vertOffset = (a_texCoord.x - 0.5) * a_texCoord.y;\n  vec3 camUp = normalize(cross(pos.xyz - cc_cameraPos.xyz, velocity.xyz));\n  pos.xyz += camUp * vertOffset;\n  pos = cc_matViewProj * pos;\n  uv = a_texCoord.zw * mainTiling_Offset.xy + mainTiling_Offset.zw;;\n  color = a_color;\n  #if CC_DRAW_WIRE_FRAME\n    vBarycentric = a_texCoord2;\n  #endif\n  return pos;\n}\nvoid main() { gl_Position = vs_main(); }",
        "frag": "\nprecision mediump float;\nlayout(std140) uniform CCGlobal {\n  highp   vec4 cc_time;\n  mediump vec4 cc_screenSize;\n  mediump vec4 cc_nativeSize;\n  mediump vec4 cc_probeInfo;\n  mediump vec4 cc_debug_view_mode;\n};\nlayout(std140) uniform CCCamera {\n  highp   mat4 cc_matView;\n  highp   mat4 cc_matViewInv;\n  highp   mat4 cc_matProj;\n  highp   mat4 cc_matProjInv;\n  highp   mat4 cc_matViewProj;\n  highp   mat4 cc_matViewProjInv;\n  highp   vec4 cc_cameraPos;\n  mediump vec4 cc_surfaceTransform;\n  mediump vec4 cc_screenScale;\n  mediump vec4 cc_exposure;\n  mediump vec4 cc_mainLitDir;\n  mediump vec4 cc_mainLitColor;\n  mediump vec4 cc_ambientSky;\n  mediump vec4 cc_ambientGround;\n  mediump vec4 cc_fogColor;\n  mediump vec4 cc_fogBase;\n  mediump vec4 cc_fogAdd;\n  mediump vec4 cc_nearFar;\n  mediump vec4 cc_viewPort;\n};\nvec4 CCFragOutput (vec4 color) {\n  return color;\n}\nin vec2 uv;\nin vec4 color;\nuniform sampler2D mainTexture;\nvec4 addSmooth () {\n  vec4 col = color * texture(mainTexture, uv);\n  col.rgb *= col.a;\n  return CCFragOutput(col);\n}\nlayout(location = 0) out vec4 cc_FragColor;\nvoid main() { cc_FragColor = addSmooth(); }"
      },
      "glsl1": {
        "vert": "\nprecision mediump float;\n   uniform vec4 mainTiling_Offset;\nuniform highp mat4 cc_matViewProj;\n  uniform highp vec4 cc_cameraPos;\nuniform highp mat4 cc_matWorld;\nvarying mediump vec2 uv;\nvarying mediump vec4 color;\nattribute vec3 a_position;\nattribute vec4 a_texCoord;\nattribute vec3 a_texCoord1;\nattribute vec3 a_texCoord2;\nattribute vec4 a_color;\n#if CC_DRAW_WIRE_FRAME\n  varying vec3 vBarycentric;\n#endif\nvec4 vs_main() {\n  highp vec4 pos = vec4(a_position, 1);\n  vec4 velocity = vec4(a_texCoord1.xyz, 0);\n  #if !CC_USE_WORLD_SPACE\n    pos = cc_matWorld * pos;\n    velocity = cc_matWorld * velocity;\n  #endif\n  float vertOffset = (a_texCoord.x - 0.5) * a_texCoord.y;\n  vec3 camUp = normalize(cross(pos.xyz - cc_cameraPos.xyz, velocity.xyz));\n  pos.xyz += camUp * vertOffset;\n  pos = cc_matViewProj * pos;\n  uv = a_texCoord.zw * mainTiling_Offset.xy + mainTiling_Offset.zw;;\n  color = a_color;\n  #if CC_DRAW_WIRE_FRAME\n    vBarycentric = a_texCoord2;\n  #endif\n  return pos;\n}\nvoid main() { gl_Position = vs_main(); }",
        "frag": "\nprecision mediump float;\nvec4 CCFragOutput (vec4 color) {\n  return color;\n}\nvarying vec2 uv;\nvarying vec4 color;\nuniform sampler2D mainTexture;\nvec4 addSmooth () {\n  vec4 col = color * texture2D(mainTexture, uv);\n  col.rgb *= col.a;\n  return CCFragOutput(col);\n}\nvoid main() { gl_FragColor = addSmooth(); }"
      },
      "builtins": {
        "globals": {
          "blocks": [
            {
              "name": "CCGlobal",
              "defines": []
            },
            {
              "name": "CCCamera",
              "defines": []
            }
          ],
          "samplerTextures": [],
          "buffers": [],
          "images": []
        },
        "locals": {
          "blocks": [
            {
              "name": "CCLocal",
              "defines": []
            }
          ],
          "samplerTextures": [],
          "buffers": [],
          "images": []
        },
        "statistics": {
          "CC_EFFECT_USED_VERTEX_UNIFORM_VECTORS": 60,
          "CC_EFFECT_USED_FRAGMENT_UNIFORM_VECTORS": 42
        }
      },
      "defines": [
        {
          "name": "CC_RENDER_MODE",
          "type": "number",
          "defines": [],
          "range": [
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          ]
        },
        {
          "name": "CC_DRAW_WIRE_FRAME",
          "type": "boolean",
          "defines": []
        },
        {
          "name": "CC_USE_WORLD_SPACE",
          "type": "boolean",
          "defines": []
        }
      ],
      "name": "particles/builtin-particle-trail|builtin/internal/particle-trail:vs_main|no-tint-fs:addSmooth"
    },
    {
      "blocks": [
        {
          "name": "Constants",
          "members": [
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              "name": "mainTiling_Offset",
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              "count": 1
            },
            {
              "name": "frameTile_velLenScale",
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              "count": 1
            },
            {
              "name": "scale",
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              "name": "nodeRotation",
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          ],
          "defines": [],
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      "samplerTextures": [
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      ],
      "samplers": [],
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      "subpassInputs": [],
      "attributes": [
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          "format": 32,
          "location": 0
        },
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        },
        {
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        },
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        },
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        }
      ],
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          "location": 0
        },
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          "stageFlags": 1,
          "location": 2
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      ],
      "fragColors": [
        {
          "name": "cc_FragColor",
          "typename": "vec4",
          "type": 16,
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          "defines": [],
          "stageFlags": 16,
          "location": 0
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      ],
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          "rate": 0,
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                  "name": "cc_time",
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                  "name": "cc_nativeSize",
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                  "name": "cc_probeInfo",
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                  "name": "cc_debug_view_mode",
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      "glsl4": {
        "vert": "\nprecision mediump float;\nlayout(set = 1, binding = 0) uniform Constants {\n  vec4 mainTiling_Offset;\n  vec4 frameTile_velLenScale;\n  vec4 scale;\n  vec4 nodeRotation;\n};\nlayout(set = 0, binding = 0) uniform CCGlobal {\n  highp   vec4 cc_time;\n  mediump vec4 cc_screenSize;\n  mediump vec4 cc_nativeSize;\n  mediump vec4 cc_probeInfo;\n  mediump vec4 cc_debug_view_mode;\n};\nlayout(set = 0, binding = 1) uniform CCCamera {\n  highp   mat4 cc_matView;\n  highp   mat4 cc_matViewInv;\n  highp   mat4 cc_matProj;\n  highp   mat4 cc_matProjInv;\n  highp   mat4 cc_matViewProj;\n  highp   mat4 cc_matViewProjInv;\n  highp   vec4 cc_cameraPos;\n  mediump vec4 cc_surfaceTransform;\n  mediump vec4 cc_screenScale;\n  mediump vec4 cc_exposure;\n  mediump vec4 cc_mainLitDir;\n  mediump vec4 cc_mainLitColor;\n  mediump vec4 cc_ambientSky;\n  mediump vec4 cc_ambientGround;\n  mediump vec4 cc_fogColor;\n  mediump vec4 cc_fogBase;\n  mediump vec4 cc_fogAdd;\n  mediump vec4 cc_nearFar;\n  mediump vec4 cc_viewPort;\n};\nlayout(set = 2, binding = 0) uniform CCLocal {\n  highp mat4 cc_matWorld;\n  highp mat4 cc_matWorldIT;\n  highp vec4 cc_lightingMapUVParam;\n  highp vec4 cc_localShadowBias;\n  highp vec4 cc_reflectionProbeData1;\n  highp vec4 cc_reflectionProbeData2;\n  highp vec4 cc_reflectionProbeBlendData1;\n  highp vec4 cc_reflectionProbeBlendData2;\n};\nlayout(location = 0) out mediump vec2 uv;\nlayout(location = 1) out mediump vec4 color;\nlayout(location = 0) in vec3 a_position;\nlayout(location = 1) in vec4 a_texCoord;\nlayout(location = 2) in vec3 a_texCoord1;\nlayout(location = 3) in vec3 a_texCoord2;\nlayout(location = 4) in vec4 a_color;\n#if CC_DRAW_WIRE_FRAME\n  layout(location = 2) out vec3 vBarycentric;\n#endif\nvec4 vs_main() {\n  highp vec4 pos = vec4(a_position, 1);\n  vec4 velocity = vec4(a_texCoord1.xyz, 0);\n  #if !CC_USE_WORLD_SPACE\n    pos = cc_matWorld * pos;\n    velocity = cc_matWorld * velocity;\n  #endif\n  float vertOffset = (a_texCoord.x - 0.5) * a_texCoord.y;\n  vec3 camUp = normalize(cross(pos.xyz - cc_cameraPos.xyz, velocity.xyz));\n  pos.xyz += camUp * vertOffset;\n  pos = cc_matViewProj * pos;\n  uv = a_texCoord.zw * mainTiling_Offset.xy + mainTiling_Offset.zw;;\n  color = a_color;\n  #if CC_DRAW_WIRE_FRAME\n    vBarycentric = a_texCoord2;\n  #endif\n  return pos;\n}\nvoid main() { gl_Position = vs_main(); }",
        "frag": "\nprecision mediump float;\nlayout(set = 0, binding = 0) uniform CCGlobal {\n  highp   vec4 cc_time;\n  mediump vec4 cc_screenSize;\n  mediump vec4 cc_nativeSize;\n  mediump vec4 cc_probeInfo;\n  mediump vec4 cc_debug_view_mode;\n};\nlayout(set = 0, binding = 1) uniform CCCamera {\n  highp   mat4 cc_matView;\n  highp   mat4 cc_matViewInv;\n  highp   mat4 cc_matProj;\n  highp   mat4 cc_matProjInv;\n  highp   mat4 cc_matViewProj;\n  highp   mat4 cc_matViewProjInv;\n  highp   vec4 cc_cameraPos;\n  mediump vec4 cc_surfaceTransform;\n  mediump vec4 cc_screenScale;\n  mediump vec4 cc_exposure;\n  mediump vec4 cc_mainLitDir;\n  mediump vec4 cc_mainLitColor;\n  mediump vec4 cc_ambientSky;\n  mediump vec4 cc_ambientGround;\n  mediump vec4 cc_fogColor;\n  mediump vec4 cc_fogBase;\n  mediump vec4 cc_fogAdd;\n  mediump vec4 cc_nearFar;\n  mediump vec4 cc_viewPort;\n};\nvec4 CCFragOutput (vec4 color) {\n  return color;\n}\nlayout(location = 0) in vec2 uv;\nlayout(location = 1) in vec4 color;\nlayout(set = 1, binding = 1) uniform sampler2D mainTexture;\nvec4 premultiplied () {\n  vec4 col = color * texture(mainTexture, uv) * color.a;\n  return CCFragOutput(col);\n}\nlayout(location = 0) out vec4 cc_FragColor;\nvoid main() { cc_FragColor = premultiplied(); }"
      },
      "glsl3": {
        "vert": "\nprecision mediump float;\nlayout(std140) uniform Constants {\n  vec4 mainTiling_Offset;\n  vec4 frameTile_velLenScale;\n  vec4 scale;\n  vec4 nodeRotation;\n};\nlayout(std140) uniform CCGlobal {\n  highp   vec4 cc_time;\n  mediump vec4 cc_screenSize;\n  mediump vec4 cc_nativeSize;\n  mediump vec4 cc_probeInfo;\n  mediump vec4 cc_debug_view_mode;\n};\nlayout(std140) uniform CCCamera {\n  highp   mat4 cc_matView;\n  highp   mat4 cc_matViewInv;\n  highp   mat4 cc_matProj;\n  highp   mat4 cc_matProjInv;\n  highp   mat4 cc_matViewProj;\n  highp   mat4 cc_matViewProjInv;\n  highp   vec4 cc_cameraPos;\n  mediump vec4 cc_surfaceTransform;\n  mediump vec4 cc_screenScale;\n  mediump vec4 cc_exposure;\n  mediump vec4 cc_mainLitDir;\n  mediump vec4 cc_mainLitColor;\n  mediump vec4 cc_ambientSky;\n  mediump vec4 cc_ambientGround;\n  mediump vec4 cc_fogColor;\n  mediump vec4 cc_fogBase;\n  mediump vec4 cc_fogAdd;\n  mediump vec4 cc_nearFar;\n  mediump vec4 cc_viewPort;\n};\nlayout(std140) uniform CCLocal {\n  highp mat4 cc_matWorld;\n  highp mat4 cc_matWorldIT;\n  highp vec4 cc_lightingMapUVParam;\n  highp vec4 cc_localShadowBias;\n  highp vec4 cc_reflectionProbeData1;\n  highp vec4 cc_reflectionProbeData2;\n  highp vec4 cc_reflectionProbeBlendData1;\n  highp vec4 cc_reflectionProbeBlendData2;\n};\nout mediump vec2 uv;\nout mediump vec4 color;\nin vec3 a_position;\nin vec4 a_texCoord;\nin vec3 a_texCoord1;\nin vec3 a_texCoord2;\nin vec4 a_color;\n#if CC_DRAW_WIRE_FRAME\n  out vec3 vBarycentric;\n#endif\nvec4 vs_main() {\n  highp vec4 pos = vec4(a_position, 1);\n  vec4 velocity = vec4(a_texCoord1.xyz, 0);\n  #if !CC_USE_WORLD_SPACE\n    pos = cc_matWorld * pos;\n    velocity = cc_matWorld * velocity;\n  #endif\n  float vertOffset = (a_texCoord.x - 0.5) * a_texCoord.y;\n  vec3 camUp = normalize(cross(pos.xyz - cc_cameraPos.xyz, velocity.xyz));\n  pos.xyz += camUp * vertOffset;\n  pos = cc_matViewProj * pos;\n  uv = a_texCoord.zw * mainTiling_Offset.xy + mainTiling_Offset.zw;;\n  color = a_color;\n  #if CC_DRAW_WIRE_FRAME\n    vBarycentric = a_texCoord2;\n  #endif\n  return pos;\n}\nvoid main() { gl_Position = vs_main(); }",
        "frag": "\nprecision mediump float;\nlayout(std140) uniform CCGlobal {\n  highp   vec4 cc_time;\n  mediump vec4 cc_screenSize;\n  mediump vec4 cc_nativeSize;\n  mediump vec4 cc_probeInfo;\n  mediump vec4 cc_debug_view_mode;\n};\nlayout(std140) uniform CCCamera {\n  highp   mat4 cc_matView;\n  highp   mat4 cc_matViewInv;\n  highp   mat4 cc_matProj;\n  highp   mat4 cc_matProjInv;\n  highp   mat4 cc_matViewProj;\n  highp   mat4 cc_matViewProjInv;\n  highp   vec4 cc_cameraPos;\n  mediump vec4 cc_surfaceTransform;\n  mediump vec4 cc_screenScale;\n  mediump vec4 cc_exposure;\n  mediump vec4 cc_mainLitDir;\n  mediump vec4 cc_mainLitColor;\n  mediump vec4 cc_ambientSky;\n  mediump vec4 cc_ambientGround;\n  mediump vec4 cc_fogColor;\n  mediump vec4 cc_fogBase;\n  mediump vec4 cc_fogAdd;\n  mediump vec4 cc_nearFar;\n  mediump vec4 cc_viewPort;\n};\nvec4 CCFragOutput (vec4 color) {\n  return color;\n}\nin vec2 uv;\nin vec4 color;\nuniform sampler2D mainTexture;\nvec4 premultiplied () {\n  vec4 col = color * texture(mainTexture, uv) * color.a;\n  return CCFragOutput(col);\n}\nlayout(location = 0) out vec4 cc_FragColor;\nvoid main() { cc_FragColor = premultiplied(); }"
      },
      "glsl1": {
        "vert": "\nprecision mediump float;\n   uniform vec4 mainTiling_Offset;\nuniform highp mat4 cc_matViewProj;\n  uniform highp vec4 cc_cameraPos;\nuniform highp mat4 cc_matWorld;\nvarying mediump vec2 uv;\nvarying mediump vec4 color;\nattribute vec3 a_position;\nattribute vec4 a_texCoord;\nattribute vec3 a_texCoord1;\nattribute vec3 a_texCoord2;\nattribute vec4 a_color;\n#if CC_DRAW_WIRE_FRAME\n  varying vec3 vBarycentric;\n#endif\nvec4 vs_main() {\n  highp vec4 pos = vec4(a_position, 1);\n  vec4 velocity = vec4(a_texCoord1.xyz, 0);\n  #if !CC_USE_WORLD_SPACE\n    pos = cc_matWorld * pos;\n    velocity = cc_matWorld * velocity;\n  #endif\n  float vertOffset = (a_texCoord.x - 0.5) * a_texCoord.y;\n  vec3 camUp = normalize(cross(pos.xyz - cc_cameraPos.xyz, velocity.xyz));\n  pos.xyz += camUp * vertOffset;\n  pos = cc_matViewProj * pos;\n  uv = a_texCoord.zw * mainTiling_Offset.xy + mainTiling_Offset.zw;;\n  color = a_color;\n  #if CC_DRAW_WIRE_FRAME\n    vBarycentric = a_texCoord2;\n  #endif\n  return pos;\n}\nvoid main() { gl_Position = vs_main(); }",
        "frag": "\nprecision mediump float;\nvec4 CCFragOutput (vec4 color) {\n  return color;\n}\nvarying vec2 uv;\nvarying vec4 color;\nuniform sampler2D mainTexture;\nvec4 premultiplied () {\n  vec4 col = color * texture2D(mainTexture, uv) * color.a;\n  return CCFragOutput(col);\n}\nvoid main() { gl_FragColor = premultiplied(); }"
      },
      "builtins": {
        "globals": {
          "blocks": [
            {
              "name": "CCGlobal",
              "defines": []
            },
            {
              "name": "CCCamera",
              "defines": []
            }
          ],
          "samplerTextures": [],
          "buffers": [],
          "images": []
        },
        "locals": {
          "blocks": [
            {
              "name": "CCLocal",
              "defines": []
            }
          ],
          "samplerTextures": [],
          "buffers": [],
          "images": []
        },
        "statistics": {
          "CC_EFFECT_USED_VERTEX_UNIFORM_VECTORS": 60,
          "CC_EFFECT_USED_FRAGMENT_UNIFORM_VECTORS": 42
        }
      },
      "defines": [
        {
          "name": "CC_RENDER_MODE",
          "type": "number",
          "defines": [],
          "range": [
            0,
            4
          ]
        },
        {
          "name": "CC_DRAW_WIRE_FRAME",
          "type": "boolean",
          "defines": []
        },
        {
          "name": "CC_USE_WORLD_SPACE",
          "type": "boolean",
          "defines": []
        }
      ],
      "name": "particles/builtin-particle-trail|builtin/internal/particle-trail:vs_main|no-tint-fs:premultiplied"
    }
  ],
  "combinations": [],
  "hideInEditor": false
}