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