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shaders.txt
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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
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