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