Files
starruler-linux/data/shaders/planet_shaders.txt
T
2018-07-17 14:15:37 +02:00

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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