It is the first and so far the only star system to be claimed by the Astronauts of the First Settlement in the Galactic Hub. It has three planets and two moons on a red-orange space. TODO get rid of this - don't pass struct through functinos, pass members.Suriyan is a star system in the No Man's Sky universe. #define FRAGMENT_COLOUR_UVEC4 Out.mColour #define OUTPUT( TYPE, NAME, REG ) TYPE NAME : REG #define INPUT_NOINTERP( TYPE, NAME, REG ) nointerp TYPE NAME : REG #define INPUT( TYPE, NAME, REG ) TYPE NAME : REG #define DECLARE_PTR( TYPE, NAME ) TYPE* NAME #define UNIFORM( TYPE, NAME ) ConstantBuffer NAME#CB #define VERTEX_SCREEN_POSITION gl_Position #define FRAGMENT_COLOUR_UVEC4_DEFINE layout ( location = 0 ) out uvec4 out_color0 #define OUTPUT( TYPE, NAME, REG ) out TYPE NAME #define INPUT_NOINTERP( TYPE, NAME, REG ) in TYPE NAME #define INPUT( TYPE, NAME, REG ) in TYPE NAME #define DECLARE_PTR( TYPE, NAME ) TYPE NAME #define UNIFORM_SRT( TYPE, NAME ) uniform TYPE NAME #define UNIFORM( TYPE, NAME ) uniform TYPE NAME #define ARRAY_LOOKUP_FP( _UNIFORMS, _ELEMENT, _INDEX) _ELEMENT #define ARRAY_LOOKUP_FS( _UNIFORMS, _ELEMENT, _INDEX) _ELEMENT #define ARRAY_LOOKUP_FP( _UNIFORMS, _ELEMENT, _INDEX) _UNIFORMS._ELEMENT #define ARRAY_LOOKUP_FS( _UNIFORMS, _ELEMENT, _INDEX) _UNIFORMS._ELEMENT Arrays (workaround AMD shader compiler issues by making arrays have global scope) #define MUL( INPUT_A, INPUT_B ) mul( INPUT_B, INPUT_A ) #define MAT4_SET_COLUMN( M, C, V ) M = V #define MAT3_SET_COLUMN( M, C, V ) M = V #define MAT4_SET_TRANSLATION( M, T ) M.xyz = T #define MUL( INPUT_A, INPUT_B ) (INPUT_A * INPUT_B) #define textureGrad( T, C, DDX, DDY ) T.SampleGradient( T#SS, C, DDX, DDY ) #define textureCubeLod( T, C, N ) T#TU.Sample( T#SS, C, N ) #define textureCube( T, C ) T#TU.Sample( T#SS, C ) #define shadow2D( T, C ) T.SampleCmp( T#SS, C.xy, C.z ) #define shadow2D( T, C ) T.SampleCmpLOD0( T#SS, C.xy, C.z ) #define shadow2D( T, C ) T.GatherCmp( T#SS, C.xy, C.z ) #define texture3DLod( T, C, N ) T.SampleLOD( T#SS, C, N ) #define texture2DArray( T, C ) T.Sample( T#SS, C ) #define texture2DLod( T, C, N ) T.SampleLOD( T#SS, C, N ) #define texture2D( T, C ) T.Sample( T#SS, C ) #define SAMPLER2DARG( NAME ) Texture2D NAME, SamplerState NAME#SS #define SAMPLER2DPARAM( NAME ) NAME, NAME#SS #define SAMPLER2DARRAYPARAM( NAME ) NAME, NAME#SS #define SAMPLER2DARRAYARG( NAME ) Texture2D_Array NAME, SamplerState NAME#SS #define SAMPLER2DARRAY( NAME ) Texture2D_Array NAME SamplerState NAME#SS #define SAMPLER3D( NAME ) Texture3D NAME SamplerState NAME#SS #define SAMPLER2DSHADOW_SRT( NAME ) Texture2D NAME SamplerComparisonState NAME#SS //SAMPLER2D( NAME ) #define SAMPLER2D( NAME ) Texture2D NAME SamplerState NAME#SS #define SAMPLERCUBE( NAME, REG ) SamplerState NAME#SS : register( s#REG ) TextureCube NAME#TU : register( t#REG ) #define SAMPLER2DSHADOW_SRT( NAME ) sampler2DShadow NAME #define SAMPLER2DARRAY( NAME ) sampler2DArray NAME #define SAMPLER2D_TEMP( NAME, INDEX ) uniform sampler2D NAME #define SAMPLERCUBEARG( NAME ) in samplerCube NAME #define SAMPLERCUBE( NAME ) samplerCube NAME #define SAMPLER2DARRAYARG( NAME ) in sampler2DArray NAME #define SAMPLER2DARG( NAME ) in sampler2D NAME #define SAMPLER2DSHADOW( NAME, REG ) uniform sampler2DShadow NAME These can be deleted if ARB_derivative_control can be used OTHERWISE IT TRIES TO PUT IT IN A CONSTANT BUFFER AND FOR SOME REASON IT DOESN'T WORK.
![no mans sky on opengl 4.4 no mans sky on opengl 4.4](https://www.gamespot.com/a/uploads/original/1179/11799911/3108218-nms.jpg)
USE STATIC_CONST INSTEAD FOR A COMPILED IN CONSTANT. #define const ERROR, DON'T USE CONST FOR PS4. matrix constructors interpret the passed vectors as row vectors, not column vectors temp thing to know what things are still required on ps4. This happens a lot because of defining different things. disable warnings for unused parameters. #if defined( _F01_ ) || defined( D_LOD0 ) || defined( D_LOD1 ) || defined( D_LOD2 ) || defined( D_LOD3) || defined( D_LOD4 ) this is because materials, vertex layouts and shaders need to be synced on 360 to avoid patching
![no mans sky on opengl 4.4 no mans sky on opengl 4.4](https://www.warlegend.net/wp-content/uploads/No-Mans-Sky-WL-3.jpg)
define these flags so they don't get ignored in build process and in the comb mask #pragma argument (allow-scratch-buffer-spill) layout( origin_upper_left, pixel_center_integer ) in vec4 gl_FragCoord #extension GL_ARB_derivative_control : enable #extension GL_ARB_fragment_coord_conventions : enable