[1,["b5HYOfcbtMHo9ajgHaWwXc"],["_effectAsset"],[["cc.Material",["_name","_techniqueData"],2,11],["cc.EffectAsset",["_name","shaders","techniques"],0]],[[0,0,1,2],[1,0,1,2,4]],[[[[0,"spine_inner_glow",[{},"0",11,[{"defines":{"USE_ALPHA_TEST":true}},"props",11,[{"uSize":1,"uIntensity":1.7},"uGlowColor",8,[2,0.69,0.408,1,1]]]]]],0,0,[0],[0],[0]],[[[1,"spine_inner_glow",[{"hash":3166919341,"record":null,"name":"spine_inner_glow|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;\n#if USE_TINT\n  in vec4 a_color0;\n#endif\nin vec2 a_uv0;\nout vec2 v_uv0;\nout vec4 v_light;\n#if USE_TINT\n  out vec4 v_dark;\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_light = a_color;\n  #if USE_TINT\n    v_dark = a_color0;\n  #endif\n  gl_Position = mvp * vec4(a_position, 1);\n}","frag":"\nprecision highp float;\nuniform sampler2D texture;\nin vec2 v_uv0;\nin vec4 v_light;\n#if USE_TINT\n  in vec4 v_dark;\n#endif\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  uniform Info{\n    vec4 uGlowColor;\n    float uSize;\n    float uIntensity;\n  };\nvec4 InnerGlow_main(sampler2D Tex, vec2 UV, float Size, float Intensity, vec4 GlowColor) {\n    float step1 = 0.005 * Size;\n    float step2 = step1 * 2.0;\n    vec4 result = vec4(0, 0, 0, 0);\n    vec2 texCoord;\n    texCoord = UV + vec2(-step2, -step2); result += (1.0 - texture2D(Tex, texCoord).a);\n    texCoord = UV + vec2(-step1, -step2); result += 4.0 * (1.0 - texture2D(Tex, texCoord).a);\n    texCoord = UV + vec2(0, -step2);      result += 6.0 * (1.0 - texture2D(Tex, texCoord).a);\n    texCoord = UV + vec2(step1, -step2);  result += 4.0 * (1.0 - texture2D(Tex, texCoord).a);\n    texCoord = UV + vec2(step2, -step2);  result += (1.0 - texture2D(Tex, texCoord).a);\n    texCoord = UV + vec2(-step2, -step1); result += 4.0 * (1.0 - texture2D(Tex, texCoord).a);\n    texCoord = UV + vec2(-step1, -step1); result += 16.0 * (1.0 - texture2D(Tex, texCoord).a);\n    texCoord = UV + vec2(0, -step1);      result += 24.0 * (1.0 - texture2D(Tex, texCoord).a);\n    texCoord = UV + vec2(step1, -step1);  result += 16.0 * (1.0 - texture2D(Tex, texCoord).a);\n    texCoord = UV + vec2(step2, -step1);  result += 4.0 * (1.0 - texture2D(Tex, texCoord).a);\n    texCoord = UV + vec2(-step2, 0);      result += 6.0 * (1.0 - texture2D(Tex, texCoord).a);\n    texCoord = UV + vec2(-step1, 0);      result += 24.0 * (1.0 - texture2D(Tex, texCoord).a);\n    texCoord = UV;                        result += 36.0 * (1.0 - texture2D(Tex, texCoord).a);\n    texCoord = UV + vec2(step1, 0);       result += 24.0 * (1.0 - texture2D(Tex, texCoord).a);\n    texCoord = UV + vec2(step2, 0);       result += 6.0 * (1.0 - texture2D(Tex, texCoord).a);\n    texCoord = UV + vec2(-step2, step1);  result += 4.0 * (1.0 - texture2D(Tex, texCoord).a);\n    texCoord = UV + vec2(-step1, step1);  result += 16.0 * (1.0 - texture2D(Tex, texCoord).a);\n    texCoord = UV + vec2(0, step1);       result += 24.0 * (1.0 - texture2D(Tex, texCoord).a);\n    texCoord = UV + vec2(step1, step1);   result += 16.0 * (1.0 - texture2D(Tex, texCoord).a);\n    texCoord = UV + vec2(step2, step1);   result += 4.0 * (1.0 - texture2D(Tex, texCoord).a);\n    texCoord = UV + vec2(-step2, step2);  result += (1.0 - texture2D(Tex, texCoord).a);\n    texCoord = UV + vec2(-step1, step2);  result += 4.0 * (1.0 - texture2D(Tex, texCoord).a);\n    texCoord = UV + vec2(0, step2);       result += 6.0 * (1.0 - texture2D(Tex, texCoord).a);\n    texCoord = UV + vec2(step1, step2);   result += 4.0 * (1.0 - texture2D(Tex, texCoord).a);\n    texCoord = UV + vec2(step2, step2);   result += (1.0 - texture2D(Tex, texCoord).a);\n    result = result * 0.00390625;\n    result = mix(texture2D(Tex, UV), GlowColor * Intensity, result * GlowColor.a);\n    result.a = texture2D(Tex, UV).a;\n    return clamp(result, 0.0, 1.0);\n}\nvec4 frag () {\n    vec4 o = vec4(1, 1, 1, 1);\n    #if TWO_COLORED\n        vec4 texColor = vec4(1, 1, 1, 1);\n        texColor *=  InnerGlow_main(texture, v_uv0, uSize, uIntensity, uGlowColor);\n        o.a = texColor.a * v_light.a;\n        o.rgb = ((texColor.a - 1.0) * v_dark.a + 1.0 - texColor.rgb) * v_dark.rgb + texColor.rgb * v_light.rgb;\n    #else\n        o *=  InnerGlow_main(texture, v_uv0, uSize, uIntensity, uGlowColor);\n        o *= v_light;\n    #endif\n    ALPHA_TEST(o);\n    return o;\n}\nvoid main() { gl_FragColor = frag(); }"},"glsl1":{"vert":"\nprecision highp float;\nuniform mat4 cc_matViewProj;\nuniform mat4 cc_matWorld;\nattribute vec3 a_position;\nattribute vec4 a_color;\n#if USE_TINT\n  attribute vec4 a_color0;\n#endif\nattribute vec2 a_uv0;\nvarying vec2 v_uv0;\nvarying vec4 v_light;\n#if USE_TINT\n  varying vec4 v_dark;\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_light = a_color;\n  #if USE_TINT\n    v_dark = a_color0;\n  #endif\n  gl_Position = mvp * vec4(a_position, 1);\n}","frag":"\nprecision highp float;\nuniform sampler2D texture;\nvarying vec2 v_uv0;\nvarying vec4 v_light;\n#if USE_TINT\n  varying vec4 v_dark;\n#endif\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  uniform vec4 uGlowColor;\nuniform float uSize;\nuniform float uIntensity;\nvec4 InnerGlow_main(sampler2D Tex, vec2 UV, float Size, float Intensity, vec4 GlowColor) {\n    float step1 = 0.005 * Size;\n    float step2 = step1 * 2.0;\n    vec4 result = vec4(0, 0, 0, 0);\n    vec2 texCoord;\n    texCoord = UV + vec2(-step2, -step2); result += (1.0 - texture2D(Tex, texCoord).a);\n    texCoord = UV + vec2(-step1, -step2); result += 4.0 * (1.0 - texture2D(Tex, texCoord).a);\n    texCoord = UV + vec2(0, -step2);      result += 6.0 * (1.0 - texture2D(Tex, texCoord).a);\n    texCoord = UV + vec2(step1, -step2);  result += 4.0 * (1.0 - texture2D(Tex, texCoord).a);\n    texCoord = UV + vec2(step2, -step2);  result += (1.0 - texture2D(Tex, texCoord).a);\n    texCoord = UV + vec2(-step2, -step1); result += 4.0 * (1.0 - texture2D(Tex, texCoord).a);\n    texCoord = UV + vec2(-step1, -step1); result += 16.0 * (1.0 - texture2D(Tex, texCoord).a);\n    texCoord = UV + vec2(0, -step1);      result += 24.0 * (1.0 - texture2D(Tex, texCoord).a);\n    texCoord = UV + vec2(step1, -step1);  result += 16.0 * (1.0 - texture2D(Tex, texCoord).a);\n    texCoord = UV + vec2(step2, -step1);  result += 4.0 * (1.0 - texture2D(Tex, texCoord).a);\n    texCoord = UV + vec2(-step2, 0);      result += 6.0 * (1.0 - texture2D(Tex, texCoord).a);\n    texCoord = UV + vec2(-step1, 0);      result += 24.0 * (1.0 - texture2D(Tex, texCoord).a);\n    texCoord = UV;                        result += 36.0 * (1.0 - texture2D(Tex, texCoord).a);\n    texCoord = UV + vec2(step1, 0);       result += 24.0 * (1.0 - texture2D(Tex, texCoord).a);\n    texCoord = UV + vec2(step2, 0);       result += 6.0 * (1.0 - texture2D(Tex, texCoord).a);\n    texCoord = UV + vec2(-step2, step1);  result += 4.0 * (1.0 - texture2D(Tex, texCoord).a);\n    texCoord = UV + vec2(-step1, step1);  result += 16.0 * (1.0 - texture2D(Tex, texCoord).a);\n    texCoord = UV + vec2(0, step1);       result += 24.0 * (1.0 - texture2D(Tex, texCoord).a);\n    texCoord = UV + vec2(step1, step1);   result += 16.0 * (1.0 - texture2D(Tex, texCoord).a);\n    texCoord = UV + vec2(step2, step1);   result += 4.0 * (1.0 - texture2D(Tex, texCoord).a);\n    texCoord = UV + vec2(-step2, step2);  result += (1.0 - texture2D(Tex, texCoord).a);\n    texCoord = UV + vec2(-step1, step2);  result += 4.0 * (1.0 - texture2D(Tex, texCoord).a);\n    texCoord = UV + vec2(0, step2);       result += 6.0 * (1.0 - texture2D(Tex, texCoord).a);\n    texCoord = UV + vec2(step1, step2);   result += 4.0 * (1.0 - texture2D(Tex, texCoord).a);\n    texCoord = UV + vec2(step2, step2);   result += (1.0 - texture2D(Tex, texCoord).a);\n    result = result * 0.00390625;\n    result = mix(texture2D(Tex, UV), GlowColor * Intensity, result * GlowColor.a);\n    result.a = texture2D(Tex, UV).a;\n    return clamp(result, 0.0, 1.0);\n}\nvec4 frag () {\n    vec4 o = vec4(1, 1, 1, 1);\n    #if TWO_COLORED\n        vec4 texColor = vec4(1, 1, 1, 1);\n        texColor *=  InnerGlow_main(texture, v_uv0, uSize, uIntensity, uGlowColor);\n        o.a = texColor.a * v_light.a;\n        o.rgb = ((texColor.a - 1.0) * v_dark.a + 1.0 - texColor.rgb) * v_dark.rgb + texColor.rgb * v_light.rgb;\n    #else\n        o *=  InnerGlow_main(texture, v_uv0, uSize, uIntensity, uGlowColor);\n        o *= v_light;\n    #endif\n    ALPHA_TEST(o);\n    return o;\n}\nvoid main() { gl_FragColor = frag(); }"},"builtins":{"globals":{"blocks":[{"name":"CCGlobal","defines":[]}],"samplers":[]},"locals":{"blocks":[{"name":"CCLocal","defines":[]}],"samplers":[]}},"defines":[{"name":"USE_TINT","type":"boolean","defines":[]},{"name":"CC_USE_MODEL","type":"boolean","defines":[]},{"name":"USE_ALPHA_TEST","type":"boolean","defines":[]},{"name":"TWO_COLORED","type":"boolean","defines":[]}],"blocks":[{"name":"ALPHA_TEST","binding":0,"members":[{"name":"alphaThreshold","type":13,"count":1}],"defines":["USE_ALPHA_TEST"]},{"name":"Info","binding":1,"members":[{"name":"uGlowColor","type":16,"count":1},{"name":"uSize","type":13,"count":1},{"name":"uIntensity","type":13,"count":1}],"defines":[]}],"samplers":[{"name":"texture","type":29,"count":1,"binding":30,"defines":[]}]}],[{"passes":[{"program":"spine_inner_glow|vs|fs","blendState":{"targets":[{"blend":true}]},"rasterizerState":{"cullMode":0},"properties":{"texture":{"value":"white","type":29},"alphaThreshold":{"type":13,"value":[0.5]},"uGlowColor":{"type":16,"value":[0,0,0,0]},"uSize":{"type":13,"value":[0.5]},"uIntensity":{"type":13,"value":[0.5]}}}]}]]],0,0,[],[],[]]]]