Shader: FlatAtmosphere Vertex: data/shaders/source/atmosphere_vs.txt Fragment: data/shaders/source/atmosphere_flat_ps.txt Variable: tex texture = 0 Variable: vec3[2] colors = <0.5,0.7,1.0> <1.0,0.5,0.1> Variable: float nodeScale = global MODEL_SCALE Shader: TerranAtmosphere Vertex: data/shaders/source/atmosphere_vs.txt Fragment: data/shaders/source/atmosphere_ps.txt Variable: tex texture = 0 Variable: vec3[2] colors = <0.5,0.7,1.0> <1.0,0.5,0.1> Variable: float nodeScale = node_scale Shader: DustyAtmosphere Vertex: data/shaders/source/atmosphere_vs.txt Fragment: data/shaders/source/atmosphere_ps.txt Variable: tex texture = 0 Variable: vec3[2] colors = <1.0,0.8,0.4> <1.0,0.5,0.1> Variable: float nodeScale = node_scale Shader: CrystalAtmosphere Vertex: data/shaders/source/atmosphere_vs.txt Fragment: data/shaders/source/atmosphere_ps.txt Variable: tex texture = 0 Variable: vec3[2] colors = <0.8,0.4,1.0> <1.0,0.1,0.4> Variable: float nodeScale = node_scale Shader: VulcanicAtmosphere Vertex: data/shaders/source/atmosphere_vs.txt Fragment: data/shaders/source/atmosphere_ps.txt Variable: tex texture = 0 Variable: vec3[2] colors = <1.0,0.6,0.4> <6.0,0.3,0.2> Variable: float nodeScale = node_scale Shader: IceAtmosphere Vertex: data/shaders/source/atmosphere_vs.txt Fragment: data/shaders/source/atmosphere_ps.txt Variable: tex texture = 0 Variable: vec3[2] colors = <0.6,0.8,1.0> <1.0,0.5,0.5> Variable: float nodeScale = node_scale Shader: PlanetSurfaceGeneric Vertex: data/shaders/source/pl_generic_vs.txt Fragment: data/shaders/source/pl_generic_ps.txt Variable: tex surfaceData = 0 Variable: tex biomes = 1 Variable: tex lookup = 2 Variable: vec2 texSize = global PLANET_SURFACE_GRID_SIZE Variable: vec2 fullSize = global PLANET_FULL_GRID_SIZE Variable: vec2 cracksColorIntensity = <0.95,6.0> Variable: vec4[3] biomesPicks = global BIOME_PICKS Shader: ProceduralPlanet Vertex: data/shaders/source/planet_procedural_clean_vs.txt Fragment: data/shaders/source/planet_procedural_clean_ps.txt Settings Reload: True Variable: tex biomes = 0 Variable: tex cities = 1 Variable: tex differenceNoise = 2 Variable: tex lookup = 3 Variable: tex cityGlow = 4 // Variable: tex testSplat = 5 // potential damage would go here Variable: tex skybox = 6 Variable: tex surfaceData = 7 Variable: vec2 texSize = global PLANET_SURFACE_GRID_SIZE Variable: vec2 fullSize = global PLANET_FULL_GRID_SIZE Variable: float time = game_time_cycle 8 Variable: float population = state_vars Planet::Population //might be used later! Variable: float[2] lightRadius = light_radius 0 1 Variable: vec3 wsPos = node_position //not used Variable: vec4 wsRot = node_rotation Variable: vec4 ownerColor = node_color Variable: vec2 cracksColorIntensity = <0.95,6.0> Variable: vec4[3] biomesPicks = global BIOME_PICKS Shader: ProceduralMoon Vertex: data/shaders/source/moon_procedural_vs.txt Fragment: data/shaders/source/moon_procedural_ps.txt Variable: tex biomes = 0 //Variable: tex cities = 1 Variable: tex lookup = 2 //Variable: tex cityGlow = 3 Variable: tex skybox = 6 // Variable: float population = state_vars Planet::Population //will be used later! Variable: float lightRadius = light_radius 0 1 // Variable: vec3 wsPos = node_position //not used Variable: vec4 wsRot = node_rotation //Variable: vec3 ownerColor = node_color Variable: vec4 cracksColorIntensityBiomeSeed = <0.95,6.0,0.23,0.0> // cracks color, make intensity 0 for cracks off, mono color lookup from biome, 0-1 random seed value for moon procedural splatmap. Variable: vec4 biomeOffsets = <0.75,0.0,0.25,0.5> // xy for which two surface textures to blend // Variable: float moonBaseBuilt = 1.0 Shader: RingworldSurface Vertex: data/shaders/source/ringworld_procedural_vs.txt Fragment: data/shaders/source/ringworld_procedural_ps.txt Settings Reload: True Variable: tex biomes = 0 Variable: tex cities = 1 Variable: tex differenceNoise = 2 Variable: tex lookup = 3 Variable: tex cityGlow = 4 Variable: tex skybox = 6 Variable: tex surfaceData = 7 Variable: vec2 texSize = global PLANET_SURFACE_GRID_SIZE Variable: vec2 fullSize = global PLANET_FULL_GRID_SIZE Variable: float population = state_vars Planet::Population Variable: float[2] lightRadius = light_radius 0 1 Variable: vec4 wsRot = node_rotation Variable: vec4 ownerColor = node_color // glow cracks are unsuported by ringworld shader! // Variable: vec2 cracksColorIntensity = <0.95,6.0> // uncomment for hardcoded terran // Variable: vec4[3] biomesPicks = <0.5,0.5,0.6,0.2> <0.75,0.5,0.61,0.1> <0.5,0.0,0.6,0.05> Variable: vec4[3] biomesPicks = global BIOME_PICKS Variable: float time = game_time Variable: float cycle = game_time_cycle = 30 Shader: CrystalSurface Vertex: data/shaders/source/pl_normal_vs.txt Fragment: data/shaders/source/pl_gradglow_ps.txt Variable: tex diffuseTex = 0 Variable: tex glowTex = 1 Variable: tex normalRGBspecA = 2 Variable: tex cities = 3 Variable: tex diffNoise = 4 Variable: float population = state_vars Planet::Population Variable: float[4] uvOffsets = game_time_cycle 14 11.4 10.7 11.23 Variable: vec3[2] glowGradient = <1,0,0.5> <1,1,1> Variable: float flipState = unique