Files
2018-07-17 14:15:37 +02:00

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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