Shader: Debris
	Vertex: data/shaders/source/pbr_debris_vs.txt
	Fragment: data/shaders/source/pbr_debris_lodding_ps.txt
	Settings Reload: True

	Variable: tex wreckage = 0
	Variable: tex skybox = 1
	Variable: vec4 wsRot = node_rotation
	Variable: float life = global LIFE
	Variable: float[2] lightRadius = light_radius 0 1

Shader: AsteroidTonalite
    Vertex: data/shaders/source/asteroid_mine_vs.txt
    Fragment: data/shaders/source/asteroid_mine_lodding_ps.txt
    Settings Reload: True
 
    Variable: tex normalMap = 0
    Variable: tex emissive = 1
    Variable: tex skybox = 2
    Variable: float mineBuild = state_vars Asteroid::HasBase
    Variable: vec3[2] colors = <1.0,1.0,1.0> <1.0,0.0,0.0>
    Variable: vec4 ownerColor = node_color
    Variable: float[2] lightRadius = light_radius 0 1
    Variable: vec4 wsRot = node_rotation
 
Shader: AsteroidMagnetite
    Vertex: data/shaders/source/asteroid_mine_vs.txt
    Fragment: data/shaders/source/asteroid_mine_lodding_ps.txt
    Settings Reload: True
 
    Variable: tex normalMap = 0
    Variable: tex emissive = 1
    Variable: tex skybox = 2
    Variable: float mineBuild = state_vars Asteroid::HasBase
    Variable: vec3[2] colors = <0.8,0.43,0.3> <0.0,1.0,1.0>
    Variable: vec4 ownerColor = node_color
    Variable: float[2] lightRadius = light_radius 0 1
    Variable: vec4 wsRot = node_rotation
 
Shader: AsteroidPegmatite
    Vertex: data/shaders/source/asteroid_mine_vs.txt
    Fragment: data/shaders/source/asteroid_mine_lodding_ps.txt
    Settings Reload: True
 
    Variable: tex normalMap = 0
    Variable: tex emissive = 1
    Variable: tex skybox = 2
    Variable: float mineBuild = state_vars Asteroid::HasBase
    Variable: vec3[2] colors = <0.8,0.66,0.47> <0.0,0.0,0.8>
    Variable: vec4 ownerColor = node_color
    Variable: float[2] lightRadius = light_radius 0 1
    Variable: vec4 wsRot = node_rotation
 
Shader: PBRShipFlag
    Vertex: data/shaders/source/pbr_common_flag_lodding_vs.txt
    Fragment: data/shaders/source/pbr_ship_flag_lodding_ps.txt
    Settings Reload: True
 
    Variable: float time = game_time_cycle 64.0
    Variable: tex diffuse = 0
    Variable: tex normals = 1
    Variable: tex masks = 2
    Variable: tex damaged = 3
    Variable: tex emissives = 4
    Variable: tex skybox = 5
   
    Variable: int flagNumber = emp_flag
    Variable: vec4 ownerColor = node_color
    Variable: float camDist = node_distance
    Variable: float nodeScale = node_scale
    Variable: vec4 damage = obj_quadrant_damage
    Variable: float[2] lightRadius = light_radius 0 1
    Variable: vec4 wsRot = node_rotation
    Variable: float acceleration = obj_acceleration
    Variable: float velocity = obj_velocity
   
// supports dont use transparency and don't generate shields or support flags
Shader: PBRShipSupport
    Vertex: data/shaders/source/pbr_common_lodding_vs.txt
    Fragment: data/shaders/source/pbr_ship_support_lodding_ps.txt
    Settings Reload: True
 
    Variable: float time = game_time_cycle 64.0
    Variable: tex diffuse = 0
    Variable: tex normals = 1
    Variable: tex masks = 2
    Variable: tex damaged = 3
    Variable: tex emissives = 4
    Variable: tex skybox = 5
   
    Variable: vec4 ownerColor = node_color
    Variable: float camDist = node_distance
    Variable: float nodeScale = node_scale
    Variable: vec4 damage = obj_quadrant_damage
    Variable: float[2] lightRadius = light_radius 0 1
    Variable: vec4 wsRot = node_rotation
    Variable: float acceleration = obj_acceleration
    Variable: float velocity = obj_velocity
   
Shader: PBRStations
    Vertex: data/shaders/source/pbr_common_flag_lodding_vs.txt
    Fragment: data/shaders/source/pbr_stations_lodding_ps.txt
    Settings Reload: True
 
    Variable: float time = game_time_cycle 64.0
    Variable: tex diffuse = 0
    Variable: tex normals = 1
    Variable: tex masks = 2
    Variable: tex damaged = 3
    Variable: tex emissives = 4
    Variable: tex skybox = 5
   
    Variable: int flagNumber = emp_flag
    Variable: vec4 ownerColor = node_color
    Variable: float camDist = node_distance
    Variable: float nodeScale = node_scale
    Variable: vec4 damage = obj_quadrant_damage
    Variable: float[2] lightRadius = light_radius 0 1
    Variable: vec4 wsRot = node_rotation
 
Shader: PBRStations_Beacon
    Vertex: data/shaders/source/pbr_common_flag_lodding_vs.txt
    Fragment: data/shaders/source/pbr_stations_beacon_lodding_ps.txt
    Settings Reload: True
 
    Variable: float time = game_time_cycle 64.0
    Variable: tex diffuse = 0
    Variable: tex normals = 1
    Variable: tex masks = 2
    Variable: tex damaged = 3
    Variable: tex emissives = 4
    Variable: tex skybox = 5
 
    Variable: int flagNumber = emp_flag    
    Variable: vec4 ownerColor = node_color
    Variable: float camDist = node_distance
    Variable: float nodeScale = node_scale
    Variable: vec4 damage = obj_quadrant_damage
    Variable: float[2] lightRadius = light_radius 0 1
    Variable: vec4 wsRot = node_rotation
 
Shader: PBRStations_FTLStorage
    Vertex: data/shaders/source/pbr_common_flag_lodding_vs.txt
    Fragment: data/shaders/source/pbr_stations_ftl_lodding_ps.txt
    Settings Reload: True
 
    Variable: tex diffuse = 0
    Variable: tex normals = 1
    Variable: tex masks = 2
    Variable: tex damaged = 3
    Variable: tex emissives = 4
    Variable: tex skybox = 5
 
    Variable: int flagNumber = emp_flag    
    Variable: vec4 ownerColor = node_color
    Variable: float camDist = node_distance
    Variable: float nodeScale = node_scale
    Variable: vec4 damage = obj_quadrant_damage
    Variable: float[2] lightRadius = light_radius 0 1
    Variable: vec4 wsRot = node_rotation
    Variable: float time = game_time_cycle 64.0
 
Shader: PBRStations_Habitat
    Vertex: data/shaders/source/pbr_common_flag_lodding_vs.txt
    Fragment: data/shaders/source/pbr_stations_habitat_lodding_ps.txt
    Settings Reload: True
 
    Variable: int flagNumber = emp_flag    
    Variable: tex diffuse = 0
    Variable: tex normals = 1
    Variable: tex masks = 2
    Variable: tex damaged = 3
    Variable: tex emissives = 4
    Variable: tex biome = 5
    Variable: tex skybox = 6
   
    Variable: vec4 ownerColor = node_color
    Variable: float camDist = node_distance
    Variable: float nodeScale = node_scale
    Variable: vec4 damage = obj_quadrant_damage
    Variable: float[2] lightRadius = light_radius 0 1
    Variable: vec4 wsRot = node_rotation
    Variable: float time = game_time_cycle 64.0
 
 
Shader: PBRStations_Forge
    Vertex: data/shaders/source/pbr_common_flag_lodding_vs.txt
    Fragment: data/shaders/source/pbr_stations_forge_lodding_ps.txt
    Settings Reload: True
   
    Variable: tex diffuse = 0
    Variable: tex normals = 1
    Variable: tex masks = 2
    Variable: tex damaged = 3
    Variable: tex emissives = 4
    Variable: tex biome = 5
    Variable: tex skybox = 6
 
    Variable: int flagNumber = emp_flag    
    Variable: vec4 ownerColor = node_color
    Variable: float camDist = node_distance
    Variable: float nodeScale = node_scale
    Variable: vec4 damage = obj_quadrant_damage
    Variable: float[2] lightRadius = light_radius 0 1
    Variable: vec4 wsRot = node_rotation
    Variable: float time = game_time_cycle 64.0

Shader: PBRShipRemnant
    Vertex: data/shaders/source/pbr_common_remnant_lodding_vs.txt
    Fragment: data/shaders/source/pbr_ship_remnant_lodding_ps.txt
   Settings Reload: True
 
    Variable: float time = game_time_cycle 64.0
    Variable: tex diffuse = 0
    Variable: tex normals = 1
    Variable: tex masks = 2
    Variable: tex damaged = 3
    Variable: tex emissives = 4
    Variable: tex skybox = 5
   
    Variable: vec4 ownerColor = node_color
    Variable: float camDist = node_distance
    Variable: float nodeScale = node_scale
    Variable: vec4 damage = obj_quadrant_damage
    Variable: float[2] lightRadius = light_radius 0 1
    Variable: vec4 wsRot = node_rotation
    Variable: float acceleration = obj_acceleration
    Variable: float velocity = obj_velocity

Shader: PBRShipSeed
	Vertex: data/shaders/source/pbr_common_remnant_lodding_vs.txt
	Fragment: data/shaders/source/pbr_ship_seed_lodding_ps.txt
   Settings Reload: True
 
	Variable: float time = game_time_cycle 64.0
	Variable: tex diffuse = 0
	Variable: tex normals = 1
	Variable: tex masks = 2
	Variable: tex damaged = 3
	Variable: tex emissives = 4
	Variable: tex skybox = 5
   
	Variable: vec4 ownerColor = node_color
	Variable: float camDist = node_distance
	Variable: float nodeScale = node_scale
	Variable: vec4 damage = obj_quadrant_damage
	Variable: float[2] lightRadius = light_radius 0 1
	Variable: vec4 wsRot = node_rotation
	Variable: float acceleration = obj_acceleration
	Variable: float velocity = obj_velocity

Shader: PBR_obelisk
    Vertex: data/shaders/source/obelisk_vs.txt
    Fragment: data/shaders/source/obelisk_lodding_ps.txt
    Settings Reload: True
 
    Variable: tex model = 0
    Variable: tex detail = 1
    Variable: tex skybox = 2
    Variable: float[2] lightRadius = light_radius 0 1
    Variable: vec4 wsRot = node_rotation
