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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#if USE_LOCAL\n  layout(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  };\n#endif\n#if SAMPLE_FROM_RT\n  #define QUATER_PI         0.78539816340\n  #define HALF_PI           1.57079632679\n  #define PI                3.14159265359\n  #define PI2               6.28318530718\n  #define PI4               12.5663706144\n  #define INV_QUATER_PI     1.27323954474\n  #define INV_HALF_PI       0.63661977237\n  #define INV_PI            0.31830988618\n  #define INV_PI2           0.15915494309\n  #define INV_PI4           0.07957747155\n  #define EPSILON           1e-6\n  #define EPSILON_LOWP      1e-4\n  #define LOG2              1.442695\n  #define EXP_VALUE         2.71828183\n  #define FP_MAX            65504.0\n  #define FP_SCALE          0.0009765625\n  #define FP_SCALE_INV      1024.0\n  #define GRAY_VECTOR       vec3(0.299, 0.587, 0.114)\n        #define LIGHT_MAP_TYPE_DISABLED 0\n  #define LIGHT_MAP_TYPE_ALL_IN_ONE 1\n  #define LIGHT_MAP_TYPE_INDIRECT_OCCLUSION 2\n  #define REFLECTION_PROBE_TYPE_NONE 0\n  #define REFLECTION_PROBE_TYPE_CUBE 1\n  #define REFLECTION_PROBE_TYPE_PLANAR 2\n  #define REFLECTION_PROBE_TYPE_BLEND 3\n  #define REFLECTION_PROBE_TYPE_BLEND_AND_SKYBOX 4\n      #define LIGHT_TYPE_DIRECTIONAL 0.0\n  #define LIGHT_TYPE_SPHERE 1.0\n  #define LIGHT_TYPE_SPOT 2.0\n  #define LIGHT_TYPE_POINT 3.0\n  #define LIGHT_TYPE_RANGED_DIRECTIONAL 4.0\n  #define IS_DIRECTIONAL_LIGHT(light_type) (abs(float(light_type) - float(LIGHT_TYPE_DIRECTIONAL)) < EPSILON_LOWP)\n  #define IS_SPHERE_LIGHT(light_type) (abs(float(light_type) - float(LIGHT_TYPE_SPHERE)) < EPSILON_LOWP)\n  #define IS_SPOT_LIGHT(light_type) (abs(float(light_type) - float(LIGHT_TYPE_SPOT)) < EPSILON_LOWP)\n  #define IS_POINT_LIGHT(light_type) (abs(float(light_type) - float(LIGHT_TYPE_POINT)) < EPSILON_LOWP)\n  #define IS_RANGED_DIRECTIONAL_LIGHT(light_type) (abs(float(light_type) - float(LIGHT_TYPE_RANGED_DIRECTIONAL)) < EPSILON_LOWP)\n  #define TONE_MAPPING_ACES 0\n  #define TONE_MAPPING_LINEAR 1\n  #define SURFACES_MAX_TRANSMIT_DEPTH_VALUE 999999.0\n  #ifndef CC_SURFACES_DEBUG_VIEW_SINGLE\n    #define CC_SURFACES_DEBUG_VIEW_SINGLE 1\n  #endif\n  #ifndef CC_SURFACES_DEBUG_VIEW_COMPOSITE_AND_MISC\n    #define CC_SURFACES_DEBUG_VIEW_COMPOSITE_AND_MISC 2\n  #endif\n#endif\nin vec3 a_position;\nin vec2 a_texCoord;\nin vec4 a_color;\nout vec4 color;\nout vec2 uv0;\nvec4 vert () {\n  vec4 pos = vec4(a_position, 1);\n  #if USE_LOCAL\n    pos = cc_matWorld * pos;\n  #endif\n  #if USE_PIXEL_ALIGNMENT\n    pos = cc_matView * pos;\n    pos.xyz = floor(pos.xyz);\n    pos = cc_matProj * pos;\n  #else\n    pos = cc_matViewProj * pos;\n  #endif\n  uv0 = a_texCoord;\n  #if SAMPLE_FROM_RT\n    uv0 = cc_cameraPos.w > 1.0 ? vec2(uv0.x, 1.0 - uv0.y) : uv0;\n  #endif\n  color = a_color;\n  return pos;\n}\nvoid main() { gl_Position = vert(); }","frag":"\nprecision highp float;\nvec4 CCSampleWithAlphaSeparated(sampler2D tex, vec2 uv) {\n#if CC_USE_EMBEDDED_ALPHA\n  return vec4(texture(tex, uv).rgb, texture(tex, uv + vec2(0.0, 0.5)).r);\n#else\n  return texture(tex, uv);\n#endif\n}\n#if USE_ALPHA_TEST\n  layout(std140) uniform ALPHA_TEST_DATA {\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 color;\nlayout(std140) uniform Constant {\n  vec4 uvRect;\n  vec4 peelParams;\n  vec4 layerParams;\n};\n#if USE_TEXTURE\n  in vec2 uv0;\n  uniform sampler2D cc_spriteTexture;\n#endif\nvec2 atlasUV(float localU, float localV) {\n  return vec2(\n    mix(uvRect.x, uvRect.z, clamp(localU, 0.0, 1.0)),\n    mix(uvRect.y, uvRect.w, clamp(localV, 0.0, 1.0))\n  );\n}\nvec4 clearBlackFringe(vec4 c) {\n  float mx = max(c.r, max(c.g, c.b));\n  float killA = (1.0 - smoothstep(0.02, 0.22, mx)) * (1.0 - step(0.995, c.a));\n  c.a *= 1.0 - killA;\n  float killRgb = (1.0 - smoothstep(0.02, 0.28, mx)) * (1.0 - step(0.92, c.a));\n  c.rgb = mix(c.rgb, vec3(0.0), killRgb);\n  c.rgb *= step(0.001, c.a);\n  return c;\n}\nvec4 frag () {\n  vec4 o = vec4(1, 1, 1, 1);\n  #if USE_TEXTURE\n    float progress = clamp(peelParams.x, 0.0, 1.0);\n    float soft = max(peelParams.y, 0.0001);\n    float foldW = max(peelParams.z, 0.0001);\n    float foldDark = clamp(peelParams.w, 0.0, 1.0);\n    float mode = layerParams.x;\n    float screenFlip = step(0.5, layerParams.z);\n    float denomU = max(uvRect.z - uvRect.x, 1e-5);\n    float denomV = max(uvRect.w - uvRect.y, 1e-5);\n    float localU = clamp((uv0.x - uvRect.x) / denomU, 0.0, 1.0);\n    float localV = clamp((uv0.y - uvRect.y) / denomV, 0.0, 1.0);\n    float screenU = mix(localU, 1.0 - localU, screenFlip);\n    float fold = 1.0 - progress;\n    float destLeft = 2.0 * fold - 1.0;\n    float destRight = fold;\n    float fullFace = step(0.5, progress);\n    vec4 silhouette = clearBlackFringe(CCSampleWithAlphaSeparated(cc_spriteTexture, uv0));\n    float silA = silhouette.a;\n    if (mode < 0.5) {\n      o = silhouette;\n      float texA = o.a;\n      float backRight = max(destLeft, 0.0);\n      float unturned = 1.0 - smoothstep(backRight - soft * 0.4, backRight, screenU);\n      unturned *= step(screenU, backRight);\n      unturned *= step(screenU, fold);\n      unturned *= 1.0 - fullFace;\n      float foldShade = 1.0 - smoothstep(0.0, foldW, max(backRight - screenU, 0.0));\n      o.rgb *= 1.0 - foldShade * foldDark * 0.3 * unturned * step(0.35, texA);\n      o.a *= unturned;\n    } else {\n      float srcScreenU = 2.0 * fold - screenU;\n      float pageMask = smoothstep(destLeft - soft, destLeft + soft, screenU)\n        * (1.0 - smoothstep(destRight - soft, destRight + soft, screenU));\n      pageMask *= step(0.0, screenU) * step(screenU, fold);\n      float sampleLocalU = mix(srcScreenU, 1.0 - srcScreenU, screenFlip);\n      vec4 pageCol = clearBlackFringe(CCSampleWithAlphaSeparated(cc_spriteTexture, atlasUV(sampleLocalU, localV)));\n      float fullLocalU = mix(localU, 1.0 - localU, screenFlip);\n      vec4 fullCol = clearBlackFringe(CCSampleWithAlphaSeparated(cc_spriteTexture, atlasUV(fullLocalU, localV)));\n      o = mix(pageCol, fullCol, fullFace);\n      float texA = o.a;\n      float reveal = max(pageMask * (1.0 - fullFace), fullFace);\n      float near = 1.0 - smoothstep(0.0, foldW * 1.2, abs(screenU - fold));\n      o.rgb *= 1.0 - near * foldDark * 0.4 * (1.0 - fullFace) * pageMask * step(0.35, texA);\n      o.a *= reveal;\n      o.a *= silA;\n    }\n    if (silA < 0.04) {\n      discard;\n    }\n    o = clearBlackFringe(o);\n    #if IS_GRAY\n      float gray = 0.2126 * o.r + 0.7152 * o.g + 0.0722 * o.b;\n      o.r = o.g = o.b = gray;\n    #endif\n  #endif\n  o *= color;\n  o = clearBlackFringe(o);\n  if (o.a < 0.04) {\n    discard;\n  }\n  ALPHA_TEST(o);\n  return o;\n}\nlayout(location = 0) out vec4 cc_FragColor;\nvoid main() { cc_FragColor = frag(); }"},"glsl1":{"vert":"\nprecision highp float;\nuniform highp mat4 cc_matView;\n  uniform highp mat4 cc_matProj;\n  uniform highp mat4 cc_matViewProj;\n  uniform highp vec4 cc_cameraPos;\n#if USE_LOCAL\n  uniform highp mat4 cc_matWorld;\n#endif\n#if SAMPLE_FROM_RT\n  #define QUATER_PI         0.78539816340\n  #define HALF_PI           1.57079632679\n  #define PI                3.14159265359\n  #define PI2               6.28318530718\n  #define PI4               12.5663706144\n  #define INV_QUATER_PI     1.27323954474\n  #define INV_HALF_PI       0.63661977237\n  #define 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 float mode = layerParams.x;\n    float screenFlip = step(0.5, layerParams.z);\n    float denomU = max(uvRect.z - uvRect.x, 1e-5);\n    float denomV = max(uvRect.w - uvRect.y, 1e-5);\n    float localU = clamp((uv0.x - uvRect.x) / denomU, 0.0, 1.0);\n    float localV = clamp((uv0.y - uvRect.y) / denomV, 0.0, 1.0);\n    float screenU = mix(localU, 1.0 - localU, screenFlip);\n    float fold = 1.0 - progress;\n    float destLeft = 2.0 * fold - 1.0;\n    float destRight = fold;\n    float fullFace = step(0.5, progress);\n    vec4 silhouette = clearBlackFringe(CCSampleWithAlphaSeparated(cc_spriteTexture, uv0));\n    float silA = silhouette.a;\n    if (mode < 0.5) {\n      o = silhouette;\n      float texA = o.a;\n      float backRight = max(destLeft, 0.0);\n      float unturned = 1.0 - smoothstep(backRight - soft * 0.4, backRight, screenU);\n      unturned *= step(screenU, backRight);\n      unturned *= step(screenU, fold);\n      unturned *= 1.0 - fullFace;\n      float foldShade = 1.0 - 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