[1,0,0,[["cc.EffectAsset",["_name","shaders","techniques"],0]],[[0,0,1,2,4]],[[0,"water",[{"hash":3621199517,"record":null,"name":"water|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;\nin vec2 a_uv0;\nout vec2 v_uv0;\nvoid main () {\n  vec4 pos = vec4(a_position, 1);\n  pos = cc_matViewProj * pos;\n  v_uv0 = a_uv0;\n  v_color = a_color;\n  gl_Position = pos;\n}","frag":"\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 vec4 v_color;\nin vec2 v_uv0;\nuniform sampler2D texture;\nuniform info{\n  vec2 resolution;\n  float gametime;\n  float amp;\n};\nvec2 s(vec2 p)\n  {\n      float d=gametime * 10.,x=10.*(p.x+d),y=8.*(p.y+d);\n      return vec2(cos(x-y)*cos(y),sin(x+y)*sin(y));\n  }\nvoid main () {\n  vec4 o = vec4(1, 1, 1, 1);\n      vec2 rs = resolution;\n      vec2 uv = v_uv0;\n      vec2 q = uv+amp/resolution.x*(s(uv)-s(uv+rs));\n      o *= texture(texture, q);\n  o *= v_color;\n  gl_FragColor = o;\n}"},"glsl1":{"vert":"\nprecision highp float;\nuniform mat4 cc_matViewProj;\nattribute vec3 a_position;\nattribute vec4 a_color;\nvarying vec4 v_color;\nattribute vec2 a_uv0;\nvarying vec2 v_uv0;\nvoid main () {\n  vec4 pos = vec4(a_position, 1);\n  pos = cc_matViewProj * pos;\n  v_uv0 = a_uv0;\n  v_color = a_color;\n  gl_Position = pos;\n}","frag":"\nprecision highp float;\nvarying vec4 v_color;\nvarying vec2 v_uv0;\nuniform sampler2D texture;\nuniform vec2 resolution;\nuniform float gametime;\nuniform float amp;\nvec2 s(vec2 p)\n  {\n      float d=gametime * 10.,x=10.*(p.x+d),y=8.*(p.y+d);\n      return vec2(cos(x-y)*cos(y),sin(x+y)*sin(y));\n  }\nvoid main () {\n  vec4 o = vec4(1, 1, 1, 1);\n      vec2 rs = resolution;\n      vec2 uv = v_uv0;\n      vec2 q = uv+amp/resolution.x*(s(uv)-s(uv+rs));\n      o *= texture2D(texture, q);\n  o *= v_color;\n  gl_FragColor = o;\n}"},"builtins":{"globals":{"blocks":[{"name":"CCGlobal","defines":[]}],"samplers":[]},"locals":{"blocks":[{"name":"CCLocal","defines":[]}],"samplers":[]}},"defines":[],"blocks":[{"name":"info","binding":0,"members":[{"name":"resolution","type":14,"count":1},{"name":"gametime","type":13,"count":1},{"name":"amp","type":13,"count":1}],"defines":[]}],"samplers":[{"name":"texture","type":29,"count":1,"binding":30,"defines":[]}]}],[{"passes":[{"program":"water|vs|fs","blendState":{"targets":[{"blend":true}]},"rasterizerState":{"cullMode":0},"properties":{"texture":{"value":"white","type":29},"resolution":{"type":14,"value":[750,1334]},"gametime":{"type":13,"value":[0]},"amp":{"type":13,"value":[0.3]}}}]}]]],0,0,[],[],[]]