Full Code of qierkang/yang-game for AI

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Repository: qierkang/yang-game
Branch: master
Commit: 11fe37888add
Files: 81
Total size: 5.7 MB

Directory structure:
gitextract_qtia03b8/

├── .idea/
│   ├── .gitignore
│   ├── modules.xml
│   ├── vcs.xml
│   └── yang-game.iml
├── LICENSE
├── README.md
├── assets/
│   ├── internal/
│   │   ├── config.e6604.json
│   │   ├── import/
│   │   │   └── 09/
│   │   │       └── 0967b326a.1f618.json
│   │   └── index.e6604.js
│   ├── main/
│   │   ├── config.0df91.json
│   │   ├── import/
│   │   │   ├── 05/
│   │   │   │   └── 05468b812.38b8c.json
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│   │   │       └── 0fcc4022a.b207e.json
│   │   ├── index.0df91.js
│   │   └── native/
│   │       └── b2/
│   │           └── b2687ac4-099e-403c-a192-ff477686f4f5.2bf0b.plist
│   └── resources/
│       ├── config.8b75c.json
│       ├── import/
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│       │   │   └── 95d1303a-1923-4abe-92b6-e380b9c3b64a.dcb17.json
│       │   ├── 9f/
│       │   │   └── 9fd63957-027b-4bbe-8e0b-06c114cadd14.c90f7.json
│       │   ├── a4/
│       │   │   ├── a4bdaba7-b4bc-41e3-871d-b76b2b0fcd25.88ffb.json
│       │   │   └── a4fcfcfb-d829-4d13-9d2d-2d6c1ea5a5cd.168ae.json
│       │   ├── af/
│       │   │   └── af08da0b-da84-4f1a-b262-7358e067110c.2bf60.json
│       │   ├── b5/
│       │   │   └── b5383548-6622-497b-a127-560c50380573.f7670.json
│       │   ├── b6/
│       │   │   └── b6410210-d9fd-41be-8d2b-d5496e7ffd21.1ebda.json
│       │   ├── b7/
│       │   │   ├── b7833af7-4e99-497e-ae60-17f98ffab687.51d75.json
│       │   │   └── b788aef0-113a-45fd-9046-6d67e8a4e81f.429b7.json
│       │   ├── ba/
│       │   │   ├── ba14f293-1e8c-4df1-8d69-ac096bf48161.e952e.json
│       │   │   └── baf4b4e8-d38c-453a-9129-fecd42dded85.95231.json
│       │   ├── cb/
│       │   │   └── cb6bb31d-ff5f-4cb9-b0a5-64018e70a0ca.c0636.json
│       │   ├── cf/
│       │   │   └── cf9f5f84-8535-44d5-9934-ba78f9de3ea6.2c29f.json
│       │   ├── d8/
│       │   │   └── d80f3b47-04da-4466-a808-f4a9f0e5aa6b.a61d8.json
│       │   ├── db/
│       │   │   └── dbe6baaa-1410-4764-8b0d-807ed90d21a8.50500.json
│       │   ├── e2/
│       │   │   └── e2158a8c-b32f-4e03-bec2-bc7c2e2cb44d.6375a.json
│       │   ├── ec/
│       │   │   └── ec4e2578-1927-45be-a5b2-6c07fddf1425.c4dcf.json
│       │   ├── f2/
│       │   │   └── f24cd81f-d3a6-4f36-ae7c-4e4b769c856c.45e19.json
│       │   ├── fc/
│       │   │   ├── fc856c7d-2af0-40bf-a4a4-ccb026dc3550.903f3.json
│       │   │   └── fc880b82-f277-4b92-bb5a-4cfd93abb0fb.fd1f0.json
│       │   ├── fd/
│       │   │   └── fd2321ed-e4fc-4fe7-b79b-e60618a956ba.00721.json
│       │   └── ff/
│       │       └── ff23e274-e6fe-4d87-b0d6-5a5c857d6411.37788.json
│       └── index.8b75c.js
├── cocos2d-js-min.c7c6e.js
├── index.html
├── main.2129d.js
├── physics-min.ce5ee.js
├── src/
│   └── settings.4b50e.js
├── style-desktop.dfd76.css
└── style-mobile.6e9cd.css

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FILE: LICENSE
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================================================
FILE: README.md
================================================
<h3 align="center"><a href="https://blog.csdn.net/qierkang" target="_blank">羊了个娘🐑🐑🐑</a></h3>

<p align="center">
<a href="https://www.qekang.com"><img alt="文档创建&贡献者" src="https://img.shields.io/badge/文档创建&贡献者-尔康-blueviolet.svg"/></a>
<a href="https://blog.csdn.net/qierkang"><img alt="blog" src="https://img.shields.io/badge/blog-important.svg"/></a>
<a href="https://www.oracle.com/technetwork/java/javase/downloads/index.html"><img alt="JDK" src="https://img.shields.io/badge/JDK-1.8.0_162-orange.svg"/></a>
<a href="https://docs.spring.io/spring-boot/docs/2.1.0.RELEASE/reference/html/"><img alt="Spring Boot" src="https://img.shields.io/badge/Spring Boot-2.1.0.RELEASE-brightgreen.svg"/></a>
<a href="https://996.icu"><img alt="996" src="https://img.shields.io/badge/link-996.icu-red.svg"/></a>
<a href="https://github.com/996icu/996.ICU/blob/master/LICENSE"><img alt="996" src="https://img.shields.io/badge/license-Anti%20996-blue.svg"/></a>
</p>

<p align="center">
<font face="微软雅黑" size=2 color=#A9A9A9 >版权声明:内容供内部学习使用,请勿外传!转载请附上作者信息</font>
</p>

## [在线体验](http://qekang.com/yang)

### [前端源码](https://gitee.com/qierkang/yang-game)

### [服务端源码](https://gitee.com/qierkang/yang-service)

### [gitee传送门](https://gitee.com/qierkang/yang-game)

### [github传送门](https://github.com/qierkang/yang-game)

## 开发环境

- **JDK 1.8 +**
- **Maven 3.5 +**
- **IntelliJ IDEA ULTIMATE 2019.2 +** (*注意:务必使用 IDEA 开发,同时保证安装 `lombok` 插件*)
- **Mysql 5.7 +** (*尽量保证使用 5.7 版本以上,因为 5.7 版本加了一些新特性,同时不向下兼容。本 demo 里会尽量避免这种不兼容的地方,但还是建议尽量保证 5.7 版本以上*)


<h3 align="center"><a href="https://github.com/alibaba/spring-cloud-alibaba" target="_blank">Spring Cloud Alibaba</a></h3>

---

**[Nacos](https://nacos.io/zh-cn/docs/what-is-nacos.html) - 发现|配置|管理微服务解决方案**

Nacos 致力于帮助您发现、配置和管理微服务。Nacos 提供了一组简单易用的特性集,帮助您快速实现动态服务发现、服务配置、服务元数据及流量管理。

**[Nacos Config](https://github.com/alibaba/spring-cloud-alibaba/blob/master/spring-cloud-alibaba-examples/nacos-example/nacos-config-example/readme-zh.md) - 配置中心微服务解决方案**

Nacos 提供用于存储配置和其他元数据的 key/value 存储,为分布式系统中的外部化配置提供服务器端和客户端支持。使用 Spring Cloud Alibaba Nacos Config,您可以在 Nacos Server 集中管理你 Spring Cloud 应用的外部属性配置。

**[Seata](https://seata.io/zh-cn/docs/overview/what-is-seata.html) - 分布式事务解决方案**

Seata 是一款开源的分布式事务解决方案,致力于提供高性能和简单易用的分布式事务服务。Seata 将为用户提供了 AT、TCC、SAGA 和 XA 事务模式,为用户打造一站式的分布式解决方案。

**[Mybatis-Plus](http://mp.baomidou.com/) - 增强工具包**

Mybatis-Plus(简称 MP)是一个 MyBatis 的增强工具,在 MyBatis 的基础上只做增强不做改变,为简化开发、提高效率而生

**[Hutool](https://www.hutool.cn/docs/) - JAVA工具类库**

Hutool是一个小而全的Java工具类库,通过静态方法封装,降低相关API的学习成本,提高工作效率,使Java拥有函数式语言般的优雅,让Java语言也可以“甜甜的”。

**[WxJava](https://github.com/Wechat-Group/WxJava/wiki) - 微信开发 Java SDK**

支持包括微信支付、开放平台、公众号、企业微信/企业号、小程序等微信功能的后端开发。

**- Actuator:健康检查、审计、统计和监控**

================================================
FILE: assets/internal/config.e6604.json
================================================
{"paths":{"1":["effects/builtin-2d-spine",0],"2":["effects/builtin-2d-gray-sprite",0],"3":["effects/builtin-2d-sprite",0],"4":["materials/builtin-unlit",1],"5":["effects/builtin-3d-trail",0],"6":["effects/builtin-2d-graphics",0],"7":["materials/builtin-2d-gray-sprite",1],"8":["materials/builtin-3d-trail",1],"9":["effects/builtin-unlit",0],"10":["materials/builtin-2d-base",1],"11":["materials/builtin-2d-spine",1],"12":["materials/builtin-2d-graphics",1],"13":["effects/builtin-clear-stencil",0],"14":["materials/builtin-clear-stencil",1],"15":["materials/builtin-2d-label",1],"16":["materials/builtin-2d-sprite",1],"17":["effects/builtin-2d-label",0]},"types":["cc.EffectAsset","cc.Material"],"uuids":["02delMVqdBD70a/HSD99FK","0ek66qC1NOQLjgYmi04HvX","14TDKXr2NJ6LjvHPops74o","28dPjdQWxEQIG3VVl1Qm6T","2aKWBXJHxKHLvrBUi2yYZQ","2afAA24LNP4YmYiaVLiivs","30aC+Hnw1PF4pEcoY3kUYb","3ae7efMv1CLq2ilvUY/tQi","46bU+b5fROqIXVPG6aZWWK","6dkeWRTOBGXICfYQ7JUBnG","6fgBCSDDdPMInvyNlggls2","7a/QZLET9IDreTiBfRn2PD","a1U5RdJRFMFL57BdJC9H1X","c0BAyVxX9JzZy8EjFrc9DU","cffgu4qBxEqa150o1DmRAy","e0LYfU5ZlNFoAB4UiRrGUG","ecpdLyjvZBwrvm+cedCcQy","f1h0LXVtJOta5JLZ1xCzfI"],"scenes":{},"redirect":[],"deps":[],"packs":{"0967b326a":[0,1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,17]},"name":"internal","importBase":"import","nativeBase":"native","debug":false,"isZip":false,"encrypted":false,"versions":{"import":["0967b326a","1f618"],"native":[0,"cea68"]}}

================================================
FILE: assets/internal/import/09/0967b326a.1f618.json
================================================
[1,["02delMVqdBD70a/HSD99FK","28dPjdQWxEQIG3VVl1Qm6T","6dkeWRTOBGXICfYQ7JUBnG","14TDKXr2NJ6LjvHPops74o","2afAA24LNP4YmYiaVLiivs","0ek66qC1NOQLjgYmi04HvX","30aC+Hnw1PF4pEcoY3kUYb","c0BAyVxX9JzZy8EjFrc9DU","f1h0LXVtJOta5JLZ1xCzfI"],["_effectAsset","diffuseTexture","mainTexture"],["cc.Texture2D",["cc.EffectAsset",["_name","shaders","techniques"],0],["cc.Material",["_name","_techniqueData"],2,11],["cc.Material",["_name","_techniqueData"],1]],[[1,0,1,2,4],[3,0,1,3],[2,0,1,2]],[[["0,9729,9729,33071,33071,0,0,1",-1],[0],0,[],[],[]],[[[0,"builtin-2d-spine",[{"hash":3550530479,"record":null,"name":"builtin-2d-spine|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}\nvoid main () {\n  vec4 texColor = vec4(1.0);\n  vec4 texture_tmp = texture(texture, v_uv0);\n  #if CC_USE_ALPHA_ATLAS_texture\n      texture_tmp.a *= texture(texture, v_uv0 + vec2(0, 0.5)).r;\n  #endif\n  #if INPUT_IS_GAMMA\n    texColor.rgb *= (texture_tmp.rgb * texture_tmp.rgb);\n    texColor.a *= texture_tmp.a;\n  #else\n    texColor *= texture_tmp;\n  #endif\n  vec4 finalColor;\n  #if USE_TINT\n    finalColor.a = v_light.a * texColor.a;\n    finalColor.rgb = ((texColor.a - 1.0) * v_dark.a + 1.0 - texColor.rgb) * v_dark.rgb + texColor.rgb * v_light.rgb;\n  #else\n    finalColor = texColor * v_light;\n  #endif\n  ALPHA_TEST(finalColor);\n  gl_FragColor = finalColor;\n}"},"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}\nvoid main () {\n  vec4 texColor = vec4(1.0);\n  vec4 texture_tmp = texture2D(texture, v_uv0);\n  #if CC_USE_ALPHA_ATLAS_texture\n      texture_tmp.a *= texture2D(texture, v_uv0 + vec2(0, 0.5)).r;\n  #endif\n  #if INPUT_IS_GAMMA\n    texColor.rgb *= (texture_tmp.rgb * texture_tmp.rgb);\n    texColor.a *= texture_tmp.a;\n  #else\n    texColor *= texture_tmp;\n  #endif\n  vec4 finalColor;\n  #if USE_TINT\n    finalColor.a = v_light.a * texColor.a;\n    finalColor.rgb = ((texColor.a - 1.0) * v_dark.a + 1.0 - texColor.rgb) * v_dark.rgb + texColor.rgb * v_light.rgb;\n  #else\n    finalColor = texColor * v_light;\n  #endif\n  ALPHA_TEST(finalColor);\n  gl_FragColor = finalColor;\n}"},"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":"CC_USE_ALPHA_ATLAS_texture","type":"boolean","defines":[]},{"name":"INPUT_IS_GAMMA","type":"boolean","defines":[]}],"blocks":[{"name":"ALPHA_TEST","binding":0,"members":[{"name":"alphaThreshold","type":13,"count":1}],"defines":["USE_ALPHA_TEST"]}],"samplers":[{"name":"texture","type":29,"count":1,"binding":30,"defines":[]}]}],[{"passes":[{"program":"builtin-2d-spine|vs|fs","blendState":{"targets":[{"blend":true}]},"rasterizerState":{"cullMode":0},"properties":{"texture":{"value":"white","type":29},"alphaThreshold":{"type":13,"value":[0.5]}}}]}]]],0,0,[],[],[]],[[[0,"builtin-2d-gray-sprite",[{"hash":4278481454,"record":null,"name":"builtin-2d-gray-sprite|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};\nin vec3 a_position;\nin mediump vec2 a_uv0;\nout mediump vec2 v_uv0;\nin vec4 a_color;\nout vec4 v_color;\nvoid main () {\n  gl_Position = cc_matViewProj * vec4(a_position, 1);\n  v_uv0 = a_uv0;\n  v_color = a_color;\n}","frag":"\nprecision highp float;\nuniform sampler2D texture;\nin mediump vec2 v_uv0;\nin vec4 v_color;\nvoid main () {\n  vec4 color = v_color;\n  vec4 texture_tmp = texture(texture, v_uv0);\n  #if CC_USE_ALPHA_ATLAS_texture\n      texture_tmp.a *= texture(texture, v_uv0 + vec2(0, 0.5)).r;\n  #endif\n  #if INPUT_IS_GAMMA\n    color.rgb *= (texture_tmp.rgb * texture_tmp.rgb);\n    color.a *= texture_tmp.a;\n  #else\n    color *= texture_tmp;\n  #endif\n  float gray = 0.2126*color.r + 0.7152*color.g + 0.0722*color.b;\n  gl_FragColor = vec4(gray, gray, gray, color.a);\n}"},"glsl1":{"vert":"\nprecision highp float;\nuniform mat4 cc_matViewProj;\nattribute vec3 a_position;\nattribute mediump vec2 a_uv0;\nvarying mediump vec2 v_uv0;\nattribute vec4 a_color;\nvarying vec4 v_color;\nvoid main () {\n  gl_Position = cc_matViewProj * vec4(a_position, 1);\n  v_uv0 = a_uv0;\n  v_color = a_color;\n}","frag":"\nprecision highp float;\nuniform sampler2D texture;\nvarying mediump vec2 v_uv0;\nvarying vec4 v_color;\nvoid main () {\n  vec4 color = v_color;\n  vec4 texture_tmp = texture2D(texture, v_uv0);\n  #if CC_USE_ALPHA_ATLAS_texture\n      texture_tmp.a *= texture2D(texture, v_uv0 + vec2(0, 0.5)).r;\n  #endif\n  #if INPUT_IS_GAMMA\n    color.rgb *= (texture_tmp.rgb * texture_tmp.rgb);\n    color.a *= texture_tmp.a;\n  #else\n    color *= texture_tmp;\n  #endif\n  float gray = 0.2126*color.r + 0.7152*color.g + 0.0722*color.b;\n  gl_FragColor = vec4(gray, gray, gray, color.a);\n}"},"builtins":{"globals":{"blocks":[{"name":"CCGlobal","defines":[]}],"samplers":[]},"locals":{"blocks":[],"samplers":[]}},"defines":[{"name":"CC_USE_ALPHA_ATLAS_texture","type":"boolean","defines":[]},{"name":"INPUT_IS_GAMMA","type":"boolean","defines":[]}],"blocks":[],"samplers":[{"name":"texture","type":29,"count":1,"binding":30,"defines":[]}]}],[{"passes":[{"program":"builtin-2d-gray-sprite|vs|fs","blendState":{"targets":[{"blend":true}]},"rasterizerState":{"cullMode":0},"properties":{"texture":{"value":"white","type":29}}}]}]]],0,0,[],[],[]],[[[0,"builtin-2d-sprite",[{"hash":2440430725,"record":null,"name":"builtin-2d-sprite|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":"\nprecision 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}\nin vec4 v_color;\n#if USE_TEXTURE\nin vec2 v_uv0;\nuniform sampler2D texture;\n#endif\nvoid main () {\n  vec4 o = vec4(1, 1, 1, 1);\n  #if USE_TEXTURE\n  vec4 texture_tmp = texture(texture, v_uv0);\n  #if CC_USE_ALPHA_ATLAS_texture\n      texture_tmp.a *= texture(texture, v_uv0 + 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  #if USE_BGRA\n    gl_FragColor = o.bgra;\n  #else\n    gl_FragColor = o.rgba;\n  #endif\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":"\nprecision 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}\nvarying vec4 v_color;\n#if USE_TEXTURE\nvarying vec2 v_uv0;\nuniform sampler2D texture;\n#endif\nvoid main () {\n  vec4 o = vec4(1, 1, 1, 1);\n  #if USE_TEXTURE\n  vec4 texture_tmp = texture2D(texture, v_uv0);\n  #if CC_USE_ALPHA_ATLAS_texture\n      texture_tmp.a *= texture2D(texture, v_uv0 + 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  #if USE_BGRA\n    gl_FragColor = o.bgra;\n  #else\n    gl_FragColor = o.rgba;\n  #endif\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":"CC_USE_ALPHA_ATLAS_texture","type":"boolean","defines":["USE_TEXTURE"]},{"name":"INPUT_IS_GAMMA","type":"boolean","defines":["USE_TEXTURE"]},{"name":"USE_BGRA","type":"boolean","defines":[]}],"blocks":[{"name":"ALPHA_TEST","binding":0,"members":[{"name":"alphaThreshold","type":13,"count":1}],"defines":["USE_ALPHA_TEST"]}],"samplers":[{"name":"texture","type":29,"count":1,"binding":30,"defines":["USE_TEXTURE"]}]}],[{"passes":[{"program":"builtin-2d-sprite|vs|fs","blendState":{"targets":[{"blend":true}]},"rasterizerState":{"cullMode":0},"properties":{"texture":{"value":"white","type":29},"alphaThreshold":{"type":13,"value":[0.5]}}}]}]]],0,0,[],[],[]],[[[2,"builtin-unlit",[{},"0",11,[{"defines":{"USE_DIFFUSE_TEXTURE":true}},"props",11,[{},"diffuseTexture",6,0]]]]],0,0,[0,0],[1,0],[0,2]],[[[0,"builtin-3d-trail",[{"hash":2929688198,"record":null,"name":"builtin-3d-trail|particle-trail:vs_main|tinted-fs:add","glsl3":{"vert":"\nprecision mediump float;\nuniform Constants{\n    vec4 mainTiling_Offset;\n    vec4 frameTile_velLenScale;\n    vec4 scale;\n};\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};\nout vec2 uv;\nout 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;\nvec4 CCFragOutput (vec4 color) {\n  #if OUTPUT_TO_GAMMA\n    color.rgb = sqrt(color.rgb);\n  #endif\n\treturn color;\n}\nin vec2 uv;\nin vec4 color;\n#if CC_DRAW_WIRE_FRAME\n  in vec3 vBarycentric;\n#endif\nuniform sampler2D mainTexture;\nuniform FragConstants {\n  vec4 tintColor;\n};\nvec4 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}\nout vec4 cc_FragColor;\nvoid main() { cc_FragColor = add(); }"},"glsl1":{"vert":"\nprecision mediump float;\nuniform vec4 mainTiling_Offset;\nuniform mat4 cc_matViewProj;\nuniform vec4 cc_cameraPos;\nuniform mat4 cc_matWorld;\nvarying vec2 uv;\nvarying 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  #if OUTPUT_TO_GAMMA\n    color.rgb = sqrt(color.rgb);\n  #endif\n\treturn color;\n}\nvarying vec2 uv;\nvarying vec4 color;\n#if CC_DRAW_WIRE_FRAME\n  varying vec3 vBarycentric;\n#endif\nuniform sampler2D mainTexture;\nuniform vec4 tintColor;\nvec4 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(); 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vec4 mainTiling_Offset;\nuniform mat4 cc_matViewProj;\nuniform vec4 cc_cameraPos;\nuniform mat4 cc_matWorld;\nvarying vec2 uv;\nvarying 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(); 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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};\nout vec2 uv;\nout 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    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float;\nuniform CCLocal {\n  mat4 cc_matWorld;\n  mat4 cc_matWorldIT;\n};\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};\n#if CC_USE_SKINNING\n  in vec4 a_weights;\n  in vec4 a_joints;\n  #if CC_USE_JOINTS_TEXTRUE\n    uniform SKINNING {\n      vec2 jointsTextureSize;\n    };\n    uniform sampler2D jointsTexture;\n    #if CC_JOINTS_TEXTURE_FLOAT32\n      mat4 getBoneMatrix(const in float i) {\n        float width = jointsTextureSize.x;\n        float height = jointsTextureSize.y;\n        float j = i * 4.0;\n        float x = mod(j, width);\n        float y = floor(j / width);\n        float dx = 1.0 / width;\n        float dy = 1.0 / height;\n        y = dy * (y + 0.5);\n        vec4 v1 = texture(jointsTexture, vec2(dx * (x + 0.5), y));\n        vec4 v2 = texture(jointsTexture, vec2(dx * (x + 1.5), y));\n        vec4 v3 = texture(jointsTexture, vec2(dx * (x + 2.5), y));\n        vec4 v4 = texture(jointsTexture, vec2(dx * (x + 3.5), y));\n        return mat4(v1, v2, v3, v4);\n      }\n    #else\n      float decode32(vec4 rgba) {\n        float Sign = 1.0 - step(128.0, rgba[0]) * 2.0;\n        float Exponent = 2.0 * mod(rgba[0], 128.0) + step(128.0, rgba[1]) - 127.0;\n        float Mantissa = mod(rgba[1], 128.0) * 65536.0 + rgba[2] * 256.0 + rgba[3] + 8388608.0;\n        return Sign * exp2(Exponent - 23.0) * Mantissa;\n      }\n      vec4 decodevec4 (vec4 x, vec4 y, vec4 z, vec4 w) {\n        return vec4(\n          decode32(x.wzyx * 255.0),\n          decode32(y.wzyx * 255.0),\n          decode32(z.wzyx * 255.0),\n          decode32(w.wzyx * 255.0)\n        );\n      }\n      vec4 decodevec4 (float dx, float x, float y) {\n        return decodevec4(\n          texture(jointsTexture, vec2(dx * (x + 0.5), y)),\n          texture(jointsTexture, vec2(dx * (x + 1.5), y)),\n          texture(jointsTexture, vec2(dx * (x + 2.5), y)),\n          texture(jointsTexture, vec2(dx * (x + 3.5), y))\n        );\n      }\n      mat4 getBoneMatrix(const in float i) {\n        float width = jointsTextureSize.x;\n        float height = jointsTextureSize.y;\n        float j = i * 16.0;\n        float x = mod(j, width);\n        float y = floor(j / width);\n        float dx = 1.0 / width;\n        float dy = 1.0 / height;\n        y = dy * (y + 0.5);\n        vec4 v1 = decodevec4(dx, x,       y);\n        vec4 v2 = decodevec4(dx, x+4.0,   y);\n        vec4 v3 = decodevec4(dx, x+8.0,   y);\n        vec4 v4 = decodevec4(dx, x+12.0,  y);\n        return mat4(v1, v2, v3, v4);\n      }\n    #endif\n  #else\n    uniform JOINT_MATRIX {\n      mat4 jointMatrices[50];\n    };\n    mat4 getBoneMatrix(const in float i) {\n      return jointMatrices[int(i)];\n    }\n  #endif\n    mat4 skinMatrix() {\n      return\n        getBoneMatrix(a_joints.x) * a_weights.x +\n        getBoneMatrix(a_joints.y) * a_weights.y +\n        getBoneMatrix(a_joints.z) * a_weights.z +\n        getBoneMatrix(a_joints.w) * a_weights.w\n        ;\n    }\n#endif\nstruct StandardVertInput {\n  vec2 uv;\n  vec4 position;\n  vec3 normal;\n  vec4 tangent;\n  vec4 color;\n};\nin vec3 a_position;\n#if CC_USE_ATTRIBUTE_UV0\nin vec2 a_uv0;\n#endif\n#if CC_USE_ATTRIBUTE_COLOR\nin vec4 a_color;\n#endif\n#if CC_USE_ATTRIBUTE_NORMAL\nin vec3 a_normal;\n#endif\n#if CC_USE_ATTRIBUTE_TANGENT\nin vec4 a_tangent;\n#endif\nvoid CCAttribute (out StandardVertInput In) {\n  In.position = vec4(a_position, 1.0);\n  #if CC_USE_ATTRIBUTE_UV0\n    In.uv = a_uv0;\n  #else\n    In.uv = vec2(0.0);\n  #endif\n  #if CC_USE_ATTRIBUTE_COLOR\n    In.color = a_color;\n  #else\n    In.color = vec4(1.0);\n  #endif\n  #if CC_USE_ATTRIBUTE_NORMAL\n    In.normal = a_normal;\n  #else\n    In.normal = vec3(0.0, 1.0, 0.0);\n  #endif\n  #if CC_USE_ATTRIBUTE_TANGENT\n    In.tangent = a_tangent;\n  #else\n    In.tangent = vec4(1.0, 0.0, 0.0, 0.0);\n  #endif\n}\nvoid CCVertInput(out StandardVertInput In) {\n  CCAttribute(In);\n  #if CC_USE_SKINNING\n    mat4 m = skinMatrix();\n    In.position = m * In.position;\n    #if CC_USE_ATTRIBUTE_NORMAL\n      In.normal = (m * vec4(In.normal, 0)).xyz;\n    #endif\n    #if CC_USE_ATTRIBUTE_TANGENT\n      In.tangent = m * In.tangent;\n    #endif\n  #endif\n}\nuniform MAIN_TILING {\n  vec2 mainTiling;\n  vec2 mainOffset;\n};\n#if CC_USE_ATTRIBUTE_UV0 && USE_DIFFUSE_TEXTURE\n  out mediump vec2 v_uv0;\n#endif\n#if CC_USE_ATTRIBUTE_COLOR\n  out lowp vec4 v_color;\n#endif\nvoid main () {\n  StandardVertInput In;\n  CCVertInput(In);\n  #if CC_USE_ATTRIBUTE_COLOR\n    v_color = In.color;\n  #endif\n  #if CC_USE_ATTRIBUTE_UV0 && USE_DIFFUSE_TEXTURE\n    v_uv0 = In.uv * mainTiling + mainOffset;\n  #endif\n  gl_Position = cc_matViewProj * cc_matWorld * In.position;\n}","frag":"\nprecision 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}\nvec4 CCFragOutput (vec4 color) {\n  #if OUTPUT_TO_GAMMA\n    color.rgb = sqrt(color.rgb);\n  #endif\n\treturn color;\n}\nuniform UNLIT {\n  lowp vec4 diffuseColor;\n};\n#if USE_DIFFUSE_TEXTURE\n  uniform sampler2D diffuseTexture;\n#endif\n#if CC_USE_ATTRIBUTE_COLOR\n  in lowp vec4 v_color;\n#endif\n#if CC_USE_ATTRIBUTE_UV0 && USE_DIFFUSE_TEXTURE\n  in mediump vec2 v_uv0;\n#endif\nvoid main () {\n  vec4 color = diffuseColor;\n  #if CC_USE_ATTRIBUTE_UV0 && USE_DIFFUSE_TEXTURE\n  vec4 diffuseTexture_tmp = texture(diffuseTexture, v_uv0);\n  #if CC_USE_ALPHA_ATLAS_diffuseTexture\n      diffuseTexture_tmp.a *= texture(diffuseTexture, v_uv0 + vec2(0, 0.5)).r;\n  #endif\n  #if INPUT_IS_GAMMA\n    color.rgb *= (diffuseTexture_tmp.rgb * diffuseTexture_tmp.rgb);\n    color.a *= diffuseTexture_tmp.a;\n  #else\n    color *= diffuseTexture_tmp;\n  #endif\n  #endif\n  #if CC_USE_ATTRIBUTE_COLOR\n    color *= v_color;\n  #endif\n  ALPHA_TEST(color);\n  gl_FragColor = CCFragOutput(color);\n}"},"glsl1":{"vert":"\nprecision highp float;\nuniform mat4 cc_matWorld;\nuniform mat4 cc_matViewProj;\n#if CC_USE_SKINNING\n  attribute vec4 a_weights;\n  attribute vec4 a_joints;\n  #if CC_USE_JOINTS_TEXTRUE\n    uniform vec2 jointsTextureSize;\n    uniform sampler2D jointsTexture;\n    #if CC_JOINTS_TEXTURE_FLOAT32\n      mat4 getBoneMatrix(const in float i) {\n        float width = jointsTextureSize.x;\n        float height = jointsTextureSize.y;\n        float j = i * 4.0;\n        float x = mod(j, width);\n        float y = floor(j / width);\n        float dx = 1.0 / width;\n        float dy = 1.0 / height;\n        y = dy * (y + 0.5);\n        vec4 v1 = texture2D(jointsTexture, vec2(dx * (x + 0.5), y));\n        vec4 v2 = texture2D(jointsTexture, vec2(dx * (x + 1.5), y));\n        vec4 v3 = texture2D(jointsTexture, vec2(dx * (x + 2.5), y));\n        vec4 v4 = texture2D(jointsTexture, vec2(dx * (x + 3.5), y));\n        return mat4(v1, v2, v3, v4);\n      }\n    #else\n      float decode32(vec4 rgba) {\n        float Sign = 1.0 - step(128.0, rgba[0]) * 2.0;\n        float Exponent = 2.0 * mod(rgba[0], 128.0) + step(128.0, rgba[1]) - 127.0;\n        float Mantissa = mod(rgba[1], 128.0) * 65536.0 + rgba[2] * 256.0 + rgba[3] + 8388608.0;\n        return Sign * exp2(Exponent - 23.0) * Mantissa;\n      }\n      vec4 decodevec4 (vec4 x, vec4 y, vec4 z, vec4 w) {\n        return vec4(\n          decode32(x.wzyx * 255.0),\n          decode32(y.wzyx * 255.0),\n          decode32(z.wzyx * 255.0),\n          decode32(w.wzyx * 255.0)\n        );\n      }\n      vec4 decodevec4 (float dx, float x, float y) {\n        return decodevec4(\n          texture2D(jointsTexture, vec2(dx * (x + 0.5), y)),\n          texture2D(jointsTexture, vec2(dx * (x + 1.5), y)),\n          texture2D(jointsTexture, vec2(dx * (x + 2.5), y)),\n          texture2D(jointsTexture, vec2(dx * (x + 3.5), y))\n        );\n      }\n      mat4 getBoneMatrix(const in float i) {\n        float width = jointsTextureSize.x;\n        float height = jointsTextureSize.y;\n        float j = i * 16.0;\n        float x = mod(j, width);\n        float y = floor(j / width);\n        float dx = 1.0 / width;\n        float dy = 1.0 / height;\n        y = dy * (y + 0.5);\n        vec4 v1 = decodevec4(dx, x,       y);\n        vec4 v2 = decodevec4(dx, x+4.0,   y);\n        vec4 v3 = decodevec4(dx, x+8.0,   y);\n        vec4 v4 = decodevec4(dx, x+12.0,  y);\n        return mat4(v1, v2, v3, v4);\n      }\n    #endif\n  #else\n    uniform mat4 jointMatrices[50];\n    mat4 getBoneMatrix(const in float i) {\n      return jointMatrices[int(i)];\n    }\n  #endif\n    mat4 skinMatrix() {\n      return\n        getBoneMatrix(a_joints.x) * a_weights.x +\n        getBoneMatrix(a_joints.y) * a_weights.y +\n        getBoneMatrix(a_joints.z) * a_weights.z +\n        getBoneMatrix(a_joints.w) * a_weights.w\n        ;\n    }\n#endif\nstruct StandardVertInput {\n  vec2 uv;\n  vec4 position;\n  vec3 normal;\n  vec4 tangent;\n  vec4 color;\n};\nattribute vec3 a_position;\n#if CC_USE_ATTRIBUTE_UV0\nattribute vec2 a_uv0;\n#endif\n#if CC_USE_ATTRIBUTE_COLOR\nattribute vec4 a_color;\n#endif\n#if CC_USE_ATTRIBUTE_NORMAL\nattribute vec3 a_normal;\n#endif\n#if CC_USE_ATTRIBUTE_TANGENT\nattribute vec4 a_tangent;\n#endif\nvoid CCAttribute (out StandardVertInput In) {\n  In.position = vec4(a_position, 1.0);\n  #if CC_USE_ATTRIBUTE_UV0\n    In.uv = a_uv0;\n  #else\n    In.uv = vec2(0.0);\n  #endif\n  #if CC_USE_ATTRIBUTE_COLOR\n    In.color = a_color;\n  #else\n    In.color = vec4(1.0);\n  #endif\n  #if CC_USE_ATTRIBUTE_NORMAL\n    In.normal = a_normal;\n  #else\n    In.normal = vec3(0.0, 1.0, 0.0);\n  #endif\n  #if CC_USE_ATTRIBUTE_TANGENT\n    In.tangent = a_tangent;\n  #else\n    In.tangent = vec4(1.0, 0.0, 0.0, 0.0);\n  #endif\n}\nvoid CCVertInput(out StandardVertInput In) {\n  CCAttribute(In);\n  #if CC_USE_SKINNING\n    mat4 m = skinMatrix();\n    In.position = m * In.position;\n    #if CC_USE_ATTRIBUTE_NORMAL\n      In.normal = (m * vec4(In.normal, 0)).xyz;\n    #endif\n    #if CC_USE_ATTRIBUTE_TANGENT\n      In.tangent = m * In.tangent;\n    #endif\n  #endif\n}\nuniform vec2 mainTiling;\nuniform vec2 mainOffset;\n#if CC_USE_ATTRIBUTE_UV0 && USE_DIFFUSE_TEXTURE\n  varying mediump vec2 v_uv0;\n#endif\n#if CC_USE_ATTRIBUTE_COLOR\n  varying lowp vec4 v_color;\n#endif\nvoid main () {\n  StandardVertInput In;\n  CCVertInput(In);\n  #if CC_USE_ATTRIBUTE_COLOR\n    v_color = In.color;\n  #endif\n  #if CC_USE_ATTRIBUTE_UV0 && USE_DIFFUSE_TEXTURE\n    v_uv0 = In.uv * mainTiling + mainOffset;\n  #endif\n  gl_Position = cc_matViewProj * cc_matWorld * In.position;\n}","frag":"\nprecision 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}\nvec4 CCFragOutput (vec4 color) {\n  #if OUTPUT_TO_GAMMA\n    color.rgb = sqrt(color.rgb);\n  #endif\n\treturn color;\n}\nuniform lowp vec4 diffuseColor;\n#if USE_DIFFUSE_TEXTURE\n  uniform sampler2D diffuseTexture;\n#endif\n#if CC_USE_ATTRIBUTE_COLOR\n  varying lowp vec4 v_color;\n#endif\n#if CC_USE_ATTRIBUTE_UV0 && USE_DIFFUSE_TEXTURE\n  varying mediump vec2 v_uv0;\n#endif\nvoid main () {\n  vec4 color = diffuseColor;\n  #if CC_USE_ATTRIBUTE_UV0 && USE_DIFFUSE_TEXTURE\n  vec4 diffuseTexture_tmp = texture2D(diffuseTexture, v_uv0);\n  #if CC_USE_ALPHA_ATLAS_diffuseTexture\n      diffuseTexture_tmp.a *= texture2D(diffuseTexture, v_uv0 + vec2(0, 0.5)).r;\n  #endif\n  #if INPUT_IS_GAMMA\n    color.rgb *= (diffuseTexture_tmp.rgb * diffuseTexture_tmp.rgb);\n    color.a *= diffuseTexture_tmp.a;\n  #else\n    color *= diffuseTexture_tmp;\n  #endif\n  #endif\n  #if CC_USE_ATTRIBUTE_COLOR\n    color *= v_color;\n  #endif\n  ALPHA_TEST(color);\n  gl_FragColor = 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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#if CC_SUPPORT_standard_derivatives\n  #extension GL_OES_standard_derivatives : enable\n#endif\nprecision 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}\nin vec4 v_color;\n#if USE_TEXTURE\nin vec2 v_uv0;\nuniform sampler2D texture;\n#endif\n#if USE_SDF\nuniform Outline {\n  vec4 outlineColor;\n  float outlineSize;\n};\n#endif\nvoid main () {\n#if USE_SDF\n  #if USE_TEXTURE_ALPHAONLY\n    float dist = texture(texture, v_uv0).a;\n  #else\n    float dist = texture(texture, v_uv0).r;\n  #endif\n  #if USE_SDF_EXTEND\n    const float EDGE_VALUE = 0.45;\n  #else\n    const float EDGE_VALUE = 0.5;\n  #endif\n  #if CC_SUPPORT_standard_derivatives\n    float smoothing = fwidth(dist);\n  #else\n    float smoothing = 0.05;\n  #endif\n  float outEdge = EDGE_VALUE - outlineSize;\n  float bg = smoothstep(outEdge - smoothing, outEdge, dist);\n  float fg = smoothstep(EDGE_VALUE - smoothing, EDGE_VALUE, dist);\n  vec4 fgColor = outlineColor * (1.0 - fg) + v_color * fg;\n  gl_FragColor = vec4(fgColor.rgb, fgColor.a * bg);\n#else\n  vec4 o = vec4(1, 1, 1, 1);\n  #if USE_TEXTURE\n    #if USE_TEXTURE_ALPHAONLY\n      o.a *= texture(texture, v_uv0).a;\n    #else\n      o *= texture(texture, v_uv0);\n    #endif\n    #if CC_USE_ALPHA_ATLAS_TEXTURE\n    o.a *= texture2D(texture, v_uv0 + vec2(0, 0.5)).r;\n    #endif\n  #endif\n  o *= v_color;\n  ALPHA_TEST(o);\n  gl_FragColor = o;\n#endif\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#if CC_SUPPORT_standard_derivatives\n  #extension GL_OES_standard_derivatives : enable\n#endif\nprecision 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}\nvarying vec4 v_color;\n#if USE_TEXTURE\nvarying vec2 v_uv0;\nuniform sampler2D texture;\n#endif\n#if USE_SDF\nuniform vec4 outlineColor;\nuniform float outlineSize;\n#endif\nvoid main () {\n#if USE_SDF\n  #if USE_TEXTURE_ALPHAONLY\n    float dist = texture2D(texture, v_uv0).a;\n  #else\n    float dist = texture2D(texture, v_uv0).r;\n  #endif\n  #if USE_SDF_EXTEND\n    const float EDGE_VALUE = 0.45;\n  #else\n    const float EDGE_VALUE = 0.5;\n  #endif\n  #if CC_SUPPORT_standard_derivatives\n    float smoothing = fwidth(dist);\n  #else\n    float smoothing = 0.05;\n  #endif\n  float outEdge = EDGE_VALUE - outlineSize;\n  float bg = smoothstep(outEdge - smoothing, outEdge, dist);\n  float fg = smoothstep(EDGE_VALUE - smoothing, EDGE_VALUE, dist);\n  vec4 fgColor = outlineColor * (1.0 - fg) + v_color * fg;\n  gl_FragColor = vec4(fgColor.rgb, fgColor.a * bg);\n#else\n  vec4 o = vec4(1, 1, 1, 1);\n  #if USE_TEXTURE\n    #if USE_TEXTURE_ALPHAONLY\n      o.a *= texture2D(texture, v_uv0).a;\n    #else\n      o *= texture2D(texture, v_uv0);\n    #endif\n    #if CC_USE_ALPHA_ATLAS_TEXTURE\n    o.a *= texture2D(texture, v_uv0 + vec2(0, 0.5)).r;\n    #endif\n  #endif\n  o *= v_color;\n  ALPHA_TEST(o);\n  gl_FragColor = o;\n#endif\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":"CC_SUPPORT_standard_derivatives","type":"boolean","defines":[]},{"name":"USE_ALPHA_TEST","type":"boolean","defines":[]},{"name":"USE_SDF","type":"boolean","defines":[]},{"name":"USE_TEXTURE_ALPHAONLY","type":"boolean","defines":["USE_SDF"]},{"name":"USE_SDF_EXTEND","type":"boolean","defines":["USE_SDF"]},{"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":"Outline","binding":1,"members":[{"name":"outlineColor","type":16,"count":1},{"name":"outlineSize","type":13,"count":1}],"defines":["USE_SDF"]}],"samplers":[{"name":"texture","type":29,"count":1,"binding":30,"defines":["USE_TEXTURE"]}]}],[{"passes":[{"program":"builtin-2d-label|vs|fs","blendState":{"targets":[{"blend":true}]},"rasterizerState":{"cullMode":0},"properties":{"texture":{"value":"white","type":29},"alphaThreshold":{"type":13,"value":[0.5]},"outlineSize":{"type":13,"value":[0]},"outlineColor":{"type":16,"value":[1,1,1,1]}}}]}]]],0,0,[],[],[]]]]

================================================
FILE: assets/internal/index.e6604.js
================================================
"use strict";
(function r(e, n, t) {
    function i(u, f) {
        if (!n[u]) {
            if (!e[u]) {
                var _ = u.split("/");
                if (_ = _[_.length - 1], !e[_]) {
                    var p = "function" == typeof __require && __require;
                    if (!f && p) return p(_, !0);
                    if (o) return o(_, !0);
                    throw new Error("Cannot find module '" + u + "'")
                }
                u = _
            }
            var a = n[u] = {exports: {}};
            e[u][0].call(a.exports, function (r) {
                return i(e[u][1][r] || r)
            }, a, a.exports, r, e, n, t)
        }
        return n[u].exports
    }

    for (var o = "function" == typeof __require && __require, u = 0; u < t.length; u++) {
        i(t[u])
    }
    return i
})({}, {}, []);


================================================
FILE: assets/main/config.0df91.json
================================================
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FILE: assets/main/import/05/05468b812.38b8c.json
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FILE: assets/main/import/0e/0e316345c.92451.json
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Download .txt
gitextract_qtia03b8/

├── .idea/
│   ├── .gitignore
│   ├── modules.xml
│   ├── vcs.xml
│   └── yang-game.iml
├── LICENSE
├── README.md
├── assets/
│   ├── internal/
│   │   ├── config.e6604.json
│   │   ├── import/
│   │   │   └── 09/
│   │   │       └── 0967b326a.1f618.json
│   │   └── index.e6604.js
│   ├── main/
│   │   ├── config.0df91.json
│   │   ├── import/
│   │   │   ├── 05/
│   │   │   │   └── 05468b812.38b8c.json
│   │   │   ├── 0e/
│   │   │   │   └── 0e316345c.92451.json
│   │   │   └── 0f/
│   │   │       └── 0fcc4022a.b207e.json
│   │   ├── index.0df91.js
│   │   └── native/
│   │       └── b2/
│   │           └── b2687ac4-099e-403c-a192-ff477686f4f5.2bf0b.plist
│   └── resources/
│       ├── config.8b75c.json
│       ├── import/
│       │   ├── 06/
│       │   │   └── 06de0da21.4e074.json
│       │   ├── 07/
│       │   │   └── 07e81361-fb03-4e0c-8ada-e955d75afe8b.6ef99.json
│       │   ├── 15/
│       │   │   ├── 1562ba3f-03c6-4b48-8ff5-5ad17ab1f3d0.89d85.json
│       │   │   └── 15f6dc6f-e8c3-40bf-82ec-180d45318a51.d7bbf.json
│       │   ├── 18/
│       │   │   └── 18991d2d-3b6b-4717-9a34-74fcf5b213cd.91001.json
│       │   ├── 1a/
│       │   │   └── 1a77d12e-5b4d-4015-bee3-9c28d47aa03d.d6474.json
│       │   ├── 25/
│       │   │   └── 2599581c-d5af-4ad6-9370-c9567859cc88.e651b.json
│       │   ├── 27/
│       │   │   └── 2776b152-9f15-4c8e-b644-3902c5c1369c.0f6da.json
│       │   ├── 28/
│       │   │   ├── 285b4e09-a292-461c-b4ca-ab27f2402841.b797b.json
│       │   │   └── 28e1a3e0-1b67-4d2c-8a7f-726b50c777ce.12656.json
│       │   ├── 29/
│       │   │   └── 2968b84d-46bb-4114-9fae-83524652e4fb.c290a.json
│       │   ├── 32/
│       │   │   └── 32a27af2-3d88-4cf6-b4a2-ca1443c4f3c6.0f5a6.json
│       │   ├── 36/
│       │   │   └── 36b05d71-13fb-4775-9cd2-a5d2f9e8687c.6aa97.json
│       │   ├── 3e/
│       │   │   └── 3ec77f07-9ecb-465c-957d-483feceba1d5.3d951.json
│       │   ├── 40/
│       │   │   └── 4062e2b3-5e75-4b9d-983e-7f2803d5969b.2891c.json
│       │   ├── 41/
│       │   │   └── 41edc758-de35-45c4-b235-7b66d2145838.49e88.json
│       │   ├── 46/
│       │   │   └── 46b0c95d-d055-444c-b4ae-936b24d1725e.f0ad4.json
│       │   ├── 4d/
│       │   │   ├── 4d3d64b8-f212-4c5b-a8d8-dbd34bc88d8e.1ac08.json
│       │   │   └── 4d908ac2-e64c-4108-b069-95f5cfa92246.b9aea.json
│       │   ├── 52/
│       │   │   ├── 52c08e4c-ac7a-4799-b567-c77e1dacc494.fbb28.json
│       │   │   ├── 52e53a21-5852-4862-8a2b-56e69edfab53.8af1d.json
│       │   │   └── 52f42d3f-cdf5-4446-9a57-6c9917811c8f.71b52.json
│       │   ├── 55/
│       │   │   └── 55b163f6-b71c-43a2-bffb-8d9e92284dbc.ab7de.json
│       │   ├── 6a/
│       │   │   └── 6a2c771a-4bb9-48e2-a8c4-ce144725e2d7.761f6.json
│       │   ├── 6c/
│       │   │   └── 6c6699a6-ed94-47de-9713-dd5eca90e231.5e178.json
│       │   ├── 6f/
│       │   │   └── 6f461c52-c13f-4804-94a5-b28359c9b66e.ef858.json
│       │   ├── 77/
│       │   │   ├── 7707a34c-69ce-4387-bb34-2aeb87bfc465.841be.json
│       │   │   └── 772d088f-fdc2-463c-9ef4-afc384971ffa.2fc16.json
│       │   ├── 7b/
│       │   │   ├── 7b2d6f4d-e93d-486e-84d5-356b16041ea1.a776a.json
│       │   │   └── 7b6fc817-fcab-4595-a7bc-aa7c9d7597f9.d9fdb.json
│       │   ├── 7d/
│       │   │   └── 7d611ae5-c05a-4633-a9be-bf62c425e7f4.b6c3a.json
│       │   ├── 7e/
│       │   │   └── 7efbd02a-b404-4f1d-86bf-ef95698f63b9.a1dcb.json
│       │   ├── 82/
│       │   │   └── 8272770c-a9b8-4ec4-9670-18cacc9c9dbf.06c37.json
│       │   ├── 86/
│       │   │   └── 86fe43a4-dfe1-4862-970a-83b81ea39869.be4fe.json
│       │   ├── 90/
│       │   │   └── 9020bbe7-5f82-4103-8834-0e5480b8745c.b9b70.json
│       │   ├── 95/
│       │   │   └── 95d1303a-1923-4abe-92b6-e380b9c3b64a.dcb17.json
│       │   ├── 9f/
│       │   │   └── 9fd63957-027b-4bbe-8e0b-06c114cadd14.c90f7.json
│       │   ├── a4/
│       │   │   ├── a4bdaba7-b4bc-41e3-871d-b76b2b0fcd25.88ffb.json
│       │   │   └── a4fcfcfb-d829-4d13-9d2d-2d6c1ea5a5cd.168ae.json
│       │   ├── af/
│       │   │   └── af08da0b-da84-4f1a-b262-7358e067110c.2bf60.json
│       │   ├── b5/
│       │   │   └── b5383548-6622-497b-a127-560c50380573.f7670.json
│       │   ├── b6/
│       │   │   └── b6410210-d9fd-41be-8d2b-d5496e7ffd21.1ebda.json
│       │   ├── b7/
│       │   │   ├── b7833af7-4e99-497e-ae60-17f98ffab687.51d75.json
│       │   │   └── b788aef0-113a-45fd-9046-6d67e8a4e81f.429b7.json
│       │   ├── ba/
│       │   │   ├── ba14f293-1e8c-4df1-8d69-ac096bf48161.e952e.json
│       │   │   └── baf4b4e8-d38c-453a-9129-fecd42dded85.95231.json
│       │   ├── cb/
│       │   │   └── cb6bb31d-ff5f-4cb9-b0a5-64018e70a0ca.c0636.json
│       │   ├── cf/
│       │   │   └── cf9f5f84-8535-44d5-9934-ba78f9de3ea6.2c29f.json
│       │   ├── d8/
│       │   │   └── d80f3b47-04da-4466-a808-f4a9f0e5aa6b.a61d8.json
│       │   ├── db/
│       │   │   └── dbe6baaa-1410-4764-8b0d-807ed90d21a8.50500.json
│       │   ├── e2/
│       │   │   └── e2158a8c-b32f-4e03-bec2-bc7c2e2cb44d.6375a.json
│       │   ├── ec/
│       │   │   └── ec4e2578-1927-45be-a5b2-6c07fddf1425.c4dcf.json
│       │   ├── f2/
│       │   │   └── f24cd81f-d3a6-4f36-ae7c-4e4b769c856c.45e19.json
│       │   ├── fc/
│       │   │   ├── fc856c7d-2af0-40bf-a4a4-ccb026dc3550.903f3.json
│       │   │   └── fc880b82-f277-4b92-bb5a-4cfd93abb0fb.fd1f0.json
│       │   ├── fd/
│       │   │   └── fd2321ed-e4fc-4fe7-b79b-e60618a956ba.00721.json
│       │   └── ff/
│       │       └── ff23e274-e6fe-4d87-b0d6-5a5c857d6411.37788.json
│       └── index.8b75c.js
├── cocos2d-js-min.c7c6e.js
├── index.html
├── main.2129d.js
├── physics-min.ce5ee.js
├── src/
│   └── settings.4b50e.js
├── style-desktop.dfd76.css
└── style-mobile.6e9cd.css
Download .txt
SYMBOL INDEX (1899 symbols across 6 files)

FILE: assets/internal/index.e6604.js
  function i (line 3) | function i(u, f) {

FILE: assets/main/index.0df91.js
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About this extraction

This page contains the full source code of the qierkang/yang-game GitHub repository, extracted and formatted as plain text for AI agents and large language models (LLMs). The extraction includes 81 files (5.7 MB), approximately 1.5M tokens, and a symbol index with 1899 extracted functions, classes, methods, constants, and types. Use this with OpenClaw, Claude, ChatGPT, Cursor, Windsurf, or any other AI tool that accepts text input. You can copy the full output to your clipboard or download it as a .txt file.

Extracted by GitExtract — free GitHub repo to text converter for AI. Built by Nikandr Surkov.

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