zikri767

List Shader Compatible

Jul 26th, 2016
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  1. There are some things that should be setting so get Notepad++ for easier
  2.  
  3. # Sonic Ether Unbealiveble Shaders
  4. - SEUS v11.0
  5. - SEUS v10 RC2 Revived by Robobo1221
  6. "gbuffers_terrain.fsh" Line 5 : #define NORMAL_MAP_MAX_ANGLE 1.0f
  7. Line 20 : const int MAX_OCCLUSION_POINTS = 256;
  8. # Continuum Shaders
  9. - Continuum 1.2.1/1.2.2/1.3 NonPBR
  10. "Shader Option" POM Depth: 1.0
  11. - Continuum 1.2.2 PBR
  12. - Continuum 1.3 - Non-PBR - §aPreview1
  13. "Shader Option" POM Depth: 1.0
  14. - Continuum 1.3 - Preview 2 (Low-Ultra)
  15. "Shader Option" POM Depth: 1.0
  16. # BSL Shaders
  17. - BSL v52/53 Beta
  18. "gbuffers_terrain.fsh" Line 24 : #define POM_MAP_RES 256.0
  19. Line 25 : #define POM_DEPTH (2.0/10.0)
  20. # CYBOX Shaders
  21. - CYBOX V4
  22. "gbuffers_terrain.fsh" Line 13 : #define POM_MAP_RES 256.0
  23. Line 14 : #define POM_DEPTH (2.0/10.0)
  24. # AirLoocke Shaders
  25. - AirLoocke Shader v2.2.0
  26. "gbuffers_terrain.fsh" Line 15 : #define POM_DEPTH (2.0/10.0)
  27. # Chocapic13 Shaders
  28. - Chocapic13 Beta V5.1.2
  29. "gbuffers_terrain.fsh" Line 13 : #define POM_MAP_RES 256.0
  30. Line 14 : #define POM_DEPTH (2.0/10.0)
  31. # Life Nexus Shaders
  32. - Life Nexus v9 Dev 1
  33. "gbuffers_terrain.fsh" Line 9 : #define POM_MAP_RES 256.0
  34. - Life Nexus v8.1
  35. "gbuffers_terrain.fsh" Line 9 : #define POM_MAP_RES 256.0
  36. Line 10 : #define POM_DEPTH (2.0/10.0)
  37. # Robobo1221s Shaders
  38. - Robobo1221s Shaders V6.1
  39. "Shader Option" POM Depth: 1.0
  40. Occlusion Point: 512
  41. # Sildurs Vibrant Shaders
  42. - Sildurs Vibrant Shaders v1.153
  43. # TME Shaders
  44. - TME Shaders v2.5.2
  45. "gbuffers_terrain.fsh" Line 14 : #define POM_MAP_RES 256.0
  46. Line 15 : #define POM_DEPTH (2.0/10.0)
  47. # Trilitons Shaders
  48. - Trilitons V6X
  49. # Werrus Shaders
  50. - Werrus Shaders v5.0
  51. "gbuffers_terrain.fsh" Line 14 : #define POM_MAP_RES 256.0
  52. Line 18 : const vec3 intervalMult = vec3(1.0, 1.0, 1.0/(2.0/10.0))/POM_MAP_RES * 1.0;
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