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                        "vert": "\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};\nin vec3 a_position;\nin vec4 a_color;\nout vec2 v_uv;\nlayout(std140) uniform Constants {\n  vec4 offset;\n};\nlayout(std140) uniform PerFrameInfo {\n  vec4 digits[8 * 11 / 4];\n};\nfloat getComponent(vec4 v, float i) {\n  if (i < 1.0) { return v.x; }\n  else if (i < 2.0) { return v.y; }\n  else if (i < 3.0) { return v.z; }\n  else { return v.w; }\n}\nvec4 vert () {\n  mat2 proj = mat2(cc_matProj[0].xy, cc_matProj[1].xy);\n  proj /= abs(proj[1].x + proj[1].y);\n  vec2 position = proj * a_position.xy + offset.xy;\n  v_uv = a_color.xy;\n  if (a_color.z >= 0.0) {\n    float n = getComponent(digits[int(a_color.z)], a_color.w);\n    v_uv += vec2(offset.z * n, 0.0);\n  }\n  return vec4(position, 0.0, 1.0);\n}\nvoid main() { gl_Position = vert(); }",
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                        "vert": "\nprecision mediump float;\nuniform highp mat4 cc_matProj;\nattribute vec3 a_position;\nattribute vec4 a_color;\nvarying vec2 v_uv;\n   uniform vec4 offset;\n    uniform vec4 digits[22];\nfloat getComponent(vec4 v, float i) {\n  if (i < 1.0) { return v.x; }\n  else if (i < 2.0) { return v.y; }\n  else if (i < 3.0) { return v.z; }\n  else { return v.w; }\n}\nvec4 vert () {\n  mat2 proj = mat2(cc_matProj[0].xy, cc_matProj[1].xy);\n  proj /= abs(proj[1].x + proj[1].y);\n  vec2 position = proj * a_position.xy + offset.xy;\n  v_uv = a_color.xy;\n  if (a_color.z >= 0.0) {\n    float n = getComponent(digits[int(a_color.z)], a_color.w);\n    v_uv += vec2(offset.z * n, 0.0);\n  }\n  return vec4(position, 0.0, 1.0);\n}\nvoid main() { gl_Position = vert(); }",
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                            "CC_EFFECT_USED_FRAGMENT_UNIFORM_VECTORS": 42
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