out vec3 v_luv; void CCLightingMapCaclUV() { #if !USE_INSTANCING v_luv.xy = cc_lightingMapUVParam.xy + a_texCoord1 * cc_lightingMapUVParam.z; v_luv.z = cc_lightingMapUVParam.w; #else v_luv.xy = a_lightingMapUVParam.xy + a_texCoord1 * a_lightingMapUVParam.z; v_luv.z = a_lightingMapUVParam.w; #endif }