Shader: BaseTexture Vertex: data/shaders/source/base_uv_vs.txt Fragment: data/shaders/source/base_ps.txt Variable: tex texture = 0 Shader: Flat Vertex: data/shaders/source/base_mesh_uv_vs.txt Fragment: data/shaders/source/base_mesh_ps.txt Variable: tex texture = 0 Shader: Skycube Vertex: data/shaders/source/skybox_vs.txt Fragment: data/shaders/source/skybox_detailed_ps.txt Settings Reload: True Variable: tex detail = 0 Variable: tex skybox = 1 Shader: ColoredFlat Vertex: data/shaders/source/base_mesh_uv_vs.txt Fragment: data/shaders/source/base_mesh_colored_ps.txt Variable: tex texture = 0 Variable: vec4 color = node_color Shader: Lighting Vertex: data/shaders/source/smooth_light_vs.txt Fragment: data/shaders/source/smooth_light_ps.txt Variable: tex diffuseRGBspecA = 0 Shader: NormalLighting Vertex: data/shaders/source/smooth_light_normal_vs.txt Fragment: data/shaders/source/smooth_light_normal_ps.txt Variable: tex diffuseRGB = 0 Variable: tex normalMap = 1 Shader: GlowLighting Vertex: data/shaders/source/smooth_light_vs.txt Fragment: data/shaders/source/smooth_light_glow_ps.txt Variable: tex diffuseRGBglowA = 0 Shader: GlowNormalLighting Vertex: data/shaders/source/smooth_light_normal_vs.txt Fragment: data/shaders/source/smooth_light_normal_glow_ps.txt Variable: tex diffuseRGBglowA = 0 Variable: tex normalMap = 1 Shader: SupportShip Vertex: data/shaders/source/support_ship_vs.txt Fragment: data/shaders/source/support_ship_ps.txt Variable: tex diffuseRGB = 0 Variable: tex normalMap = 1 Variable: tex specularMap = 2 Variable: tex glossMap = 3 Variable: tex skybox = 4 Variable: tex masks = 5 Variable: vec4 ownerColor = node_color Variable: vec3 glowColor = <1.0,0.9,0.1> Variable: float thrust = 1.0 Variable: mat3 invView = inverse_view Variable: float camDist = node_distance Variable: float nodeScale = node_scale Shader: PBRShip Vertex: data/shaders/source/pbr_ship_vs.txt Fragment: data/shaders/source/pbr_ship_ps.txt Variable: tex diffuse = 0 Variable: tex normalAOlights = 1 Variable: tex shield = 2 Variable: tex masks = 3 Variable: tex skybox = 4 Variable: vec4 ownerColor = node_color Variable: vec3 glowColor = <1.0,0.9,0.1> Variable: float thrust = 1.0 Variable: float camDist = node_distance Variable: float nodeScale = node_scale Shader: GhoooostShip Vertex: data/shaders/source/support_ship_vs.txt Fragment: data/shaders/source/ghoooost_ship_ps.txt Variable: tex normalMap = 0 //Renders a ship model as if it were a blueprint Shader: Blueprint Vertex: data/shaders/source/blueprint_vs.txt Fragment: data/shaders/source/blueprint_ps.txt Variable: tex diffuse = 0 Shader: PlanetRing Vertex: data/shaders/source/planet_ring_vs.txt Fragment: data/shaders/source/planet_ring_ps.txt Variable: tex texture = 0 Variable: tex hardNoise = 1 Variable: vec2 starDir = global STAR_DIRECTION Variable: float plSize = global PLANET_RING_RATIO Variable: float ringMin = global RING_MIN Variable: float ringMax = global RING_MAX Shader: AccretionDisk Vertex: data/shaders/source/base_uv_vs.txt Fragment: data/shaders/source/accretion_disk_ps.txt Variable: tex texture = 0 Variable: float time = game_time_cycle 240 Shader: Nova Vertex: data/shaders/source/nova_vs.txt Fragment: data/shaders/source/nova_ps.txt Variable: tex texture = 0 Variable: float age = global NOVA_AGE //Variable: float time = game_time_cycle 15 Shader: StarSurface Vertex: data/shaders/source/star_anim_vs.txt Fragment: data/shaders/source/star_anim_high_ps.txt Settings Reload: True Variable: tex[2] texture = 0 1 Variable: float[5] cycles = game_time_cycle 120 152 109.6 194.72 117.68 Variable: float temperature = state_vars Star::temperature Variable: float nodeScale = node_scale Variable: vec4 wsRot = node_rotation Shader: PopupStarSurface Vertex: data/shaders/source/star_anim_gui_vs.txt Fragment: data/shaders/source/star_anim_gui_ps.txt Settings Reload: True Variable: tex[2] texture = 0 1 Variable: float[5] cycles = game_time_cycle 15 19 13.7 24.34 14.71 Variable: float temperature = global STAR_TEMP Shader: Corona Vertex: data/shaders/source/corona_vs.txt Fragment: data/shaders/source/corona_ps.txt Variable: tex texture = 0 Variable: vec4 color = node_color Variable: vec4 sprite_pos = sprite_pos Variable: float time = game_time_cycle 240 Variable: float temperature = global STAR_TEMP Variable: float scale = node_scale Shader: Prominence Vertex: data/shaders/source/prominence_vs.txt Fragment: data/shaders/source/prominence_ps.txt Variable: tex texture = 0 Variable: vec4[8] curve = global BEZIER_POINTS Shader: ColoredDisc Vertex: data/shaders/source/disc_vs.txt Fragment: data/shaders/source/disc_ps.txt Shader: ColorFlicker Vertex: data/shaders/source/flicker_vs.txt Fragment: data/shaders/source/base_ps.txt Variable: tex texture = 0 Variable: float[2] time = game_time_cycle 0.025 0.031 Variable: float tOffset = unique Shader: NodeColorFlicker Vertex: data/shaders/source/flicker_node_color_vs.txt Fragment: data/shaders/source/base_ps.txt Variable: tex texture = 0 Variable: float[2] time = game_time_cycle 0.025 0.031 Variable: float tOffset = unique Variable: vec4 color = node_color Shader: MaskColored Vertex: data/shaders/source/base_uv_vs.txt Fragment: data/shaders/source/mask_colored_ps.txt Variable: tex texture = 0 Variable: tex mask = 1 Shader: NodeColored Vertex: data/shaders/source/base_uv_vs.txt Fragment: data/shaders/source/colored_ps.txt Variable: tex texture = 0 Variable: vec4 color = node_color Shader: NodeColoredSelectable Vertex: data/shaders/source/base_uv_vs.txt Fragment: data/shaders/source/colored_selectable_ps.txt Variable: tex texture = 0 Variable: float selected = node_selected Shader: ShipGroup Vertex: data/shaders/source/approach_uv_vs.txt Fragment: data/shaders/source/ship_group_ps.txt Variable: tex texture = 0 Variable: vec4 color = node_color Variable: float selected = node_selected Variable: vec4 glowColor = global GLOW_COLOR Variable: float cycle = time_cycle 1.25 Variable: float approach = global APPROACH Shader: ColoredAdd Vertex: data/shaders/source/base_uv_vs.txt Fragment: data/shaders/source/colored_add_ps.txt Variable: tex texture = 0 Shader: SignedAdd Vertex: data/shaders/source/base_uv_vs.txt Fragment: data/shaders/source/signed_add_ps.txt Variable: tex texture = 0 Shader: SignedInverted Vertex: data/shaders/source/base_uv_vs.txt Fragment: data/shaders/source/signed_inverted_ps.txt Variable: tex texture = 0 Shader: BeamFade Vertex: data/shaders/source/base_uv_vs.txt Fragment: data/shaders/source/beam_fade_ps.txt Variable: tex texture = 0 Variable: float cycle = game_time_cycle 2.0 Variable: float offset = unique Shader: Tractor Vertex: data/shaders/source/base_uv_vs.txt Fragment: data/shaders/source/tractor_ps.txt Variable: tex texture = 0 Variable: tex noise = 1 Variable: float cycle = game_time_cycle 8.0 Shader: ColoredAddPlain Vertex: data/shaders/source/base_uv_vs.txt Fragment: data/shaders/source/colored_add_plain_ps.txt Shader: Tiled Vertex: data/shaders/source/base_uv_vs.txt Fragment: data/shaders/source/tiled_ps.txt Variable: tex texture = 0 #if fallback Shader: GuiSkin Vertex: data/shaders/source/gui_skin_vs.txt Fragment: data/shaders/source/gui_skin_simple_ps.txt Variable: tex texture = 0 Variable: vec2 texSize = tex_size 0 Variable: vec4 margin_src = skin_margin_src Variable: vec4 margin_dest = skin_margin_dest Variable: vec2 pos = skin_src_pos Variable: vec2 size = skin_src_size Variable: vec2 size_out = skin_dst_size Variable: vec2 dim_mode = skin_dim_modes Variable: float gradientCount = skin_grd_count Variable: float gradientMode = skin_grd_mode Variable: vec4 gradientRect = skin_grd_rects Variable: vec4[4] gradientColors = skin_grd_colors #else Shader: GuiSkin Vertex: data/shaders/source/gui_skin_vs.txt Fragment: data/shaders/source/gui_skin_ps.txt Variable: tex texture = 0 Variable: vec2 texSize = tex_size 0 Variable: vec4 margin_src = skin_margin_src Variable: vec4 margin_dest = skin_margin_dest Variable: vec2 pos = skin_src_pos Variable: vec2 size = skin_src_size Variable: vec2 size_out = skin_dst_size Variable: vec2 dim_mode = skin_dim_modes Variable: float gradientCount = skin_grd_count Variable: float gradientMode = skin_grd_mode Variable: vec4[8] gradientRects = skin_grd_rects Variable: vec4[32] gradientColors = skin_grd_colors #endif Shader: HSVPalette Vertex: data/shaders/source/base_uv_vs.txt Fragment: data/shaders/source/hsv_palette_ps.txt Variable: float value = global HSV_VALUE Variable: float minSat = global HSV_SAT_START Variable: float maxSat = global HSV_SAT_END Shader: Fullscreen Vertex: data/shaders/source/fullscreen_vs.txt Fragment: data/shaders/source/fs_plain_ps.txt Variable: tex screen = 0 Shader: FullscreenPostProcess Vertex: data/shaders/source/fs_post_process_vs.txt Fragment: data/shaders/source/fs_post_process_ps.txt Settings Reload: True Variable: tex screen = 0 Variable: tex depthTex = 7 Variable: vec2 texSize = tex_size 0 Variable: vec2[2] lightPos = light_screen_position 0 1 Variable: float[2] lightActive = light_active 0 1 Variable: float cycle = game_time_cycle 240.0 Variable: float[2] lightRadius = light_radius 0 1 Shader: MenuRender Vertex: data/shaders/source/fullscreen_vs.txt Fragment: data/shaders/source/fs_menu_ps.txt Variable: tex screen = 0 Shader: MenuBlur Vertex: data/shaders/source/base_uv_vs.txt Fragment: data/shaders/source/fs_menu_ps.txt Variable: tex screen = 0 Shader: MenuSaveBackground Vertex: data/shaders/source/base_uv_vs.txt Fragment: data/shaders/source/fs_menu_save_ps.txt Variable: tex screen = 0 Shader: TradeLine Vertex: data/shaders/source/base_uv_vs.txt Fragment: data/shaders/source/trade_line_ps.txt Variable: float time = game_time_cycle 15 Shader: Hex Vertex: data/shaders/source/hex_vs.txt Fragment: data/shaders/source/hex_ps.txt Shader: CutOff Vertex: data/shaders/source/cutoff_vs.txt Fragment: data/shaders/source/cutoff_ps.txt Variable: tex texture = 0 Variable: float cutoff = global CUTOFF_PCT Shader: WireframeCutOff Vertex: data/shaders/source/cutoff_vs.txt Fragment: data/shaders/source/wireframe_cutoff_ps.txt Variable: float cutoff = global CUTOFF_PCT Shader: Desaturate Vertex: data/shaders/source/base_uv_vs.txt Fragment: data/shaders/source/desaturate_ps.txt Variable: tex texture = 0 Variable: float level = global SATURATION_LEVEL Shader: RadialProgress Vertex: data/shaders/source/radial_uv_vs.txt Fragment: data/shaders/source/radial_progress_ps.txt Variable: float progress = global PROGRESS Variable: vec4 sprite_pos = sprite_pos Shader: RadialDimmed Vertex: data/shaders/source/radial_uv_vs.txt Fragment: data/shaders/source/radial_dim_ps.txt Variable: tex texture = 0 Variable: float progress = global PROGRESS Variable: float dim_factor = global DIM_FACTOR Variable: vec4 sprite_pos = sprite_pos Shader: Circle Vertex: data/shaders/source/radial_uv_vs.txt Fragment: data/shaders/source/circle_ps.txt Variable: vec4 sprite_pos = sprite_pos Shader: OrbitCircle Vertex: data/shaders/source/radial_uv_vs.txt Fragment: data/shaders/source/orbit_circle_ps.txt Variable: float circle_min = global CIRCLE_MIN Variable: float circle_max = global CIRCLE_MAX Variable: vec4 sprite_pos = sprite_pos Variable: vec4 captureColor = global CAPTURE_COLOR Variable: float capturePct = global CAPTURE_PROGRESS Shader: FleetCircle Vertex: data/shaders/source/radial_uv_vs.txt Fragment: data/shaders/source/fleet_circle_ps.txt Variable: tex texture = 0 Variable: vec4 sprite_pos = sprite_pos Shader: RangeCircle Vertex: data/shaders/source/radial_uv_vs.txt Fragment: data/shaders/source/range_circle_ps.txt Variable: vec4 sprite_pos = sprite_pos Variable: float dist = node_distance Variable: float scale = node_scale Variable: float minRad = plane_minrad Variable: float maxRad = plane_maxrad Shader: FireArc2D Vertex: data/shaders/source/radial_uv_vs.txt Fragment: data/shaders/source/fire_arc_ps.txt Variable: vec4 sprite_pos = sprite_pos Variable: float minRad = global MIN_RAD Variable: float maxRad = global MAX_RAD Shader: Ping Vertex: data/shaders/source/radial_uv_vs.txt Fragment: data/shaders/source/ping_ps.txt Variable: vec4 sprite_pos = sprite_pos Shader: SystemPlane Vertex: data/shaders/source/radial_uv_vs.txt Fragment: data/shaders/source/system_plane_ps.txt Variable: float planeDist = global PLANE_DISTANCE Variable: float radius = global RADIUS Variable: float inner_radius = global INNER_RADIUS Variable: vec4 glowColor = global GLOW_COLOR Variable: float cycle = time_cycle 2.5 Variable: vec4 sprite_pos = sprite_pos Shader: GalaxyPlane Vertex: data/shaders/source/radial_uv_vs.txt Fragment: data/shaders/source/galaxy_plane_ps.txt Variable: float planeDist = global PLANE_DISTANCE Variable: float radius = global RADIUS Variable: vec4 sprite_pos = sprite_pos Shader: Territory Vertex: data/shaders/source/territory_vs.txt Fragment: data/shaders/source/territory_ps.txt Variable: vec4 stip_color = global STIPPLE_COLOR Shader: DistantIcon Vertex: data/shaders/source/approach_uv_vs.txt Fragment: data/shaders/source/base_ps.txt Variable: tex texture = 0 Variable: float approach = global APPROACH Shader: DistantIconLayered Vertex: data/shaders/source/distant_icon_vs.txt Fragment: data/shaders/source/distant_icon_ps.txt Variable: tex[3] textures = 0, 1, 2 Variable: float approach = global APPROACH Variable: float fade = global DISTANT_SPRITE_FADE Variable: float innerScale1 = global DISTANT_SPRITE_SCALE1 Variable: vec4 sprite1 = global DISTANT_SPRITE1 Variable: float innerScale2 = global DISTANT_SPRITE_SCALE2 Variable: vec4 sprite2 = global DISTANT_SPRITE2 Shader: DistantPlanetIcon Vertex: data/shaders/source/distant_icon_vs.txt Fragment: data/shaders/source/distant_planet_icon_ps.txt Variable: tex[4] textures = 0, 1, 2, 3 Variable: float approach = global APPROACH Variable: float fade = global DISTANT_SPRITE_FADE Variable: float innerScale1 = global DISTANT_SPRITE_SCALE1 Variable: vec4 sprite1 = global DISTANT_SPRITE1 Variable: float innerScale2 = global DISTANT_SPRITE_SCALE2 Variable: vec4 sprite2 = global DISTANT_SPRITE2 Variable: float isDisabled = global IS_DISABLED Variable: float isUsed = global IS_USED Variable: float isExported = global IS_EXPORTED Variable: float isColonizing = global IS_COLONIZING Variable: float isOwned = global IS_OWNED Variable: float isDecaying = global IS_DECAYING Variable: float classIcon = global RESOURCE_CLASS Variable: vec4 captureColor = global CAPTURE_COLOR Variable: float capturePct = global CAPTURE_PROGRESS Variable: vec4 disableColor = global DISABLE_COLOR Shader: DistantFadedIcon Vertex: data/shaders/source/distant_faded_icon_vs.txt Fragment: data/shaders/source/distant_faded_icon_ps.txt Shader: MoveBeam Vertex: data/shaders/source/base_uv_vs.txt Fragment: data/shaders/source/movebeam_ps.txt Shader: Shield Vertex: data/shaders/source/shield_vs.txt Fragment: data/shaders/source/shield_ps.txt Variable: float strength = global SHIELD_STRENGTH Shader: ShipIcon Vertex: data/shaders/source/base_uv_vs.txt Fragment: data/shaders/source/ship_icon_ps.txt Variable: tex texture = 0 Shader: ShipDistantIcon Vertex: data/shaders/source/base_uv_vs.txt Fragment: data/shaders/source/ship_distant_icon_ps.txt Variable: tex texture = 0 Variable: float selected = node_selected Shader: ResearchBeam Vertex: data/shaders/source/base_uv_vs.txt Fragment: data/shaders/source/research_beam_ps.txt Variable: tex texture = 0 Shader: ParticleLance Vertex: data/shaders/source/base_uv_vs.txt Fragment: data/shaders/source/particle_lance_ps.txt Variable: tex texture = 0 Shader: InterpolateColor Vertex: data/shaders/source/base_uv_vs.txt Fragment: data/shaders/source/interpolate_ps.txt Variable: tex texture = 0 Variable: float factor = global FACTOR