[1,["75CMsGPrlC5quG3N6/HjyL"],["_effectAsset"],[["cc.EffectAsset",["_name","shaders","techniques"],0],["cc.Material",["_name","_techniqueData"],1]],[[0,0,1,2,4],[1,0,1,3]],[[[[0,"transition-noise-fade",[{"hash":4227135001,"record":null,"name":"transition-noise-fade|vs|fs","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\nin vec2 a_uv0;\nout vec2 v_uv0;\n#endif\nvoid main () {\n  vec4 pos = vec4(a_position, 1);\n  #if CC_USE_MODEL\n  pos = cc_matViewProj * cc_matWorld * pos;\n  #else\n  pos = cc_matViewProj * pos;\n  #endif\n  #if USE_TEXTURE\n  v_uv0 = a_uv0;\n  #endif\n  v_color = a_color;\n  gl_Position = pos;\n}","frag":"\n  precision 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}\n  in vec4 v_color;\n  #if USE_TEXTURE\n  in vec2 v_uv0;\n  uniform sampler2D texture;\n  #endif\n  #if USE_NOISE\n  uniform sampler2D texture_noise;\n  #endif\n  uniform info\n  {\n    float iTime;\n  };\n  float seed = 16.0;\n  float kx = 1.5;\nfloat ky = 0.5;\nfloat q = 3.0;\nfloat part = 0.0;\nint geomType =3;\nint inv = 0;\nvec2 scfix;\nfloat scratio;\nvec2 uv;\nfloat sinNoise(vec2 uv)\n{\n    return fract(abs(sin(uv.x * 180.0 + uv.y * 3077.0) * 53703.27));\n}\nfloat valueNoise(vec2 uv, float scale)\n{\n    vec2 luv = fract(uv * scale);\n    vec2 luvs = smoothstep(0.0, 1.0, fract(uv * scale));\n    vec2 id = floor(uv * scale);\n    float tl = sinNoise(id + vec2(0.0, 1.0));\n    float tr = sinNoise(id + vec2(1.0, 1.0));\n    float t = mix(tl, tr, luvs.x);\n    float bl = sinNoise(id + vec2(0.0, 0.0));\n    float br = sinNoise(id + vec2(1.0, 0.0));\n    float b = mix(bl, br, luvs.x);\n    return mix(b, t, luvs.y) * 2.0 - 1.0;\n}\n  void main () {\n    vec4 o = vec4(1, 1, 1, 1);\n    vec2 uv=v_uv0;\n    float sinN = sinNoise(uv);\n    float scale = 4.0;\n  float fractValue = 0.0;\n    float amp = 1.0;\n    for(int i = 0; i < 16; i++)\n    {\n      fractValue += valueNoise(uv, float(i + 1) * scale) * amp;\n        amp /= 2.0;\n    }\n    fractValue /= 2.0;\n    fractValue += 0.5;\n    float time = mix(-0.5, 1.0, cos(iTime)/2.0 +0.5);\n    float cutoff = smoothstep(time+ 0.1, time- 0.1, fractValue);\n    vec4 noise = vec4(1.0, 1.0, 1.0, 1.0);\n      #if USE_NOISE\n  vec4 texture_noise_tmp = texture(texture_noise, uv);\n  #if CC_USE_ALPHA_ATLAS_texture_noise\n      texture_noise_tmp.a *= texture(texture_noise, uv + vec2(0, 0.5)).r;\n  #endif\n  #if INPUT_IS_GAMMA\n    noise.rgb *= (texture_noise_tmp.rgb * texture_noise_tmp.rgb);\n    noise.a *= texture_noise_tmp.a;\n  #else\n    noise *= texture_noise_tmp;\n  #endif\n     #endif\n    #if USE_TEXTURE\n  vec4 texture_tmp = texture(texture, uv);\n  #if CC_USE_ALPHA_ATLAS_texture\n      texture_tmp.a *= texture(texture, uv + vec2(0, 0.5)).r;\n  #endif\n  #if INPUT_IS_GAMMA\n    o.rgb *= (texture_tmp.rgb * texture_tmp.rgb);\n    o.a *= texture_tmp.a;\n  #else\n    o *= texture_tmp;\n  #endif\n    #endif\n    o *= v_color;\n    ALPHA_TEST(o);\n    vec4 col = mix(o, noise, cutoff);\n    gl_FragColor =col;\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\nattribute vec2 a_uv0;\nvarying vec2 v_uv0;\n#endif\nvoid main () {\n  vec4 pos = vec4(a_position, 1);\n  #if CC_USE_MODEL\n  pos = cc_matViewProj * cc_matWorld * pos;\n  #else\n  pos = cc_matViewProj * pos;\n  #endif\n  #if USE_TEXTURE\n  v_uv0 = a_uv0;\n  #endif\n  v_color = a_color;\n  gl_Position = pos;\n}","frag":"\n  precision 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}\n  varying vec4 v_color;\n  #if USE_TEXTURE\n  varying vec2 v_uv0;\n  uniform sampler2D texture;\n  #endif\n  #if USE_NOISE\n  uniform sampler2D texture_noise;\n  #endif\n  uniform float iTime;\n  float seed = 16.0;\n  float kx = 1.5;\nfloat ky = 0.5;\nfloat q = 3.0;\nfloat part = 0.0;\nint geomType =3;\nint inv = 0;\nvec2 scfix;\nfloat scratio;\nvec2 uv;\nfloat sinNoise(vec2 uv)\n{\n    return fract(abs(sin(uv.x * 180.0 + uv.y * 3077.0) * 53703.27));\n}\nfloat valueNoise(vec2 uv, float scale)\n{\n    vec2 luv = fract(uv * scale);\n    vec2 luvs = smoothstep(0.0, 1.0, fract(uv * scale));\n    vec2 id = floor(uv * scale);\n    float tl = sinNoise(id + vec2(0.0, 1.0));\n    float tr = sinNoise(id + vec2(1.0, 1.0));\n    float t = mix(tl, tr, luvs.x);\n    float bl = sinNoise(id + vec2(0.0, 0.0));\n    float br = sinNoise(id + vec2(1.0, 0.0));\n    float b = mix(bl, br, luvs.x);\n    return mix(b, t, luvs.y) * 2.0 - 1.0;\n}\n  void main () {\n    vec4 o = vec4(1, 1, 1, 1);\n    vec2 uv=v_uv0;\n    float sinN = sinNoise(uv);\n    float scale = 4.0;\n  float fractValue = 0.0;\n    float amp = 1.0;\n    for(int i = 0; i < 16; i++)\n    {\n      fractValue += valueNoise(uv, float(i + 1) * scale) * amp;\n        amp /= 2.0;\n    }\n    fractValue /= 2.0;\n    fractValue += 0.5;\n    float time = mix(-0.5, 1.0, cos(iTime)/2.0 +0.5);\n    float cutoff = smoothstep(time+ 0.1, time- 0.1, fractValue);\n    vec4 noise = vec4(1.0, 1.0, 1.0, 1.0);\n      #if USE_NOISE\n  vec4 texture_noise_tmp = texture2D(texture_noise, uv);\n  #if CC_USE_ALPHA_ATLAS_texture_noise\n      texture_noise_tmp.a *= texture2D(texture_noise, uv + vec2(0, 0.5)).r;\n  #endif\n  #if INPUT_IS_GAMMA\n    noise.rgb *= (texture_noise_tmp.rgb * texture_noise_tmp.rgb);\n    noise.a *= texture_noise_tmp.a;\n  #else\n    noise *= texture_noise_tmp;\n  #endif\n     #endif\n    #if USE_TEXTURE\n  vec4 texture_tmp = texture2D(texture, uv);\n  #if CC_USE_ALPHA_ATLAS_texture\n      texture_tmp.a *= texture2D(texture, uv + vec2(0, 0.5)).r;\n  #endif\n  #if INPUT_IS_GAMMA\n    o.rgb *= (texture_tmp.rgb * texture_tmp.rgb);\n    o.a *= texture_tmp.a;\n  #else\n    o *= texture_tmp;\n  #endif\n    #endif\n    o *= v_color;\n    ALPHA_TEST(o);\n    vec4 col = mix(o, noise, cutoff);\n    gl_FragColor =col;\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":[]},{"name":"USE_NOISE","type":"boolean","defines":[]},{"name":"CC_USE_ALPHA_ATLAS_texture_noise","type":"boolean","defines":["USE_NOISE"]},{"name":"INPUT_IS_GAMMA","type":"boolean","defines":["USE_NOISE"]},{"name":"CC_USE_ALPHA_ATLAS_texture","type":"boolean","defines":["USE_TEXTURE"]}],"blocks":[{"name":"ALPHA_TEST","binding":0,"members":[{"name":"alphaThreshold","type":13,"count":1}],"defines":["USE_ALPHA_TEST"]},{"name":"info","binding":1,"members":[{"name":"iTime","type":13,"count":1}],"defines":[]}],"samplers":[{"name":"texture","type":29,"count":1,"binding":30,"defines":["USE_TEXTURE"]},{"name":"texture_noise","type":29,"count":1,"binding":31,"defines":["USE_NOISE"]}]}],[{"passes":[{"program":"transition-noise-fade|vs|fs","blendState":{"targets":[{"blend":true}]},"rasterizerState":{"cullMode":0},"properties":{"texture":{"value":"white","type":29},"texture_noise":{"value":"white","type":29},"alphaThreshold":{"type":13,"value":[0.5]}}}]}]]],0,0,[],[],[]],[[[1,"transition-noise-fade",{"0":{"defines":{"USE_TEXTURE":false,"USE_NOISE":true},"props":{"texture_noise":null}}}]],0,0,[0],[0],[0]]]]