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