General

  • Target

    rethinking-voxels_r0.1_beta2.zip

  • Size

    592KB

  • MD5

    c849f817ddca07db28be24dc7c84d7d2

  • SHA1

    d72d79ba8525ffbe18acc10e07b38b4ea800c51d

  • SHA256

    70d8602d8743925b0d12eb351f3fb8b8fd5298a5d0b44eb2a9833cf8ddef013a

  • SHA512

    773acd817d19336c287c8a1eab6b06f42437b617b3f9ecf833f979fa5ea69cf6968454208e1b30474a2e4a591f186685ebb7c48b6b67db6c684b4193cd88ff45

  • SSDEEP

    12288:IRAxQVAlaQ0NZZ3w4eaH3nX93yy/P8U7UV+Sxs0P5Bkjg/gvihMTnBYGSCt5ht6H:ICQiaQQZxe2t3yy/P8qUoQsYh

Score
1/10

Malware Config

Signatures

Files

  • rethinking-voxels_r0.1_beta2.zip
    .zip
  • .gitignore
  • HOW TO INSTALL.txt
  • License.txt
  • shaderFile_1/shaderFile_L.placebo
    .zip
  • 32-33/31/31 38.txt
  • 32-33/31/32 33.txt
  • 32-33/31/32 39.txt
  • 32-33/31/37.txt
  • 32-33/32 33/31 35.txt
  • 32-33/32 33/31 37.txt
  • 32-33/32 33/31.txt
  • 32-33/32 33/39.txt
  • 32-33/32/31 30 - 31 31.txt
  • 32-33/32/33.txt
  • 32-33/32/34.txt
  • 32-33/32/37-38.txt
  • 32-33/33 37/32 31.txt
  • 32-33/33 37/33 30.txt
  • 32-33/33 37/33.txt
  • 32-33/33 37/34.txt
  • 32-33/33/31 34.txt
  • 32-33/33/31.txt
  • 32-33/33/32 34.txt
  • 32-33/33/36.txt
  • 32-33/34 30/31 32.txt
  • 32-33/34 30/31 35.txt
  • 32-33/34 30/33 31.txt
  • 32-33/34 30/34.txt
  • 32-33/34 35/31 34.txt
  • 32-33/34 35/34.txt
  • 32-33/34 35/36.txt
  • 32-33/34 35/38.txt
  • 32-33/35 31/31 37.txt
  • 32-33/35 31/31.txt
  • 32-33/35 31/32 32.txt
  • 32-33/35 31/35.txt
  • 32-33/35/31 33.txt
  • 32-33/35/32 30.txt
  • 32-33/35/36.txt
  • 32-33/35/37.txt
  • 32-33/37/31 33.txt
  • 32-33/37/31.txt
  • 32-33/37/32 33.txt
  • 32-33/37/32 35.txt
  • 32-33/39/31 38.txt
  • 32-33/39/31.txt
  • 32-33/39/32.txt
  • 32-33/39/37.txt
  • shaderFile_2/shaderFile_R.placebo
  • shaderFile_A.placebo
  • shaderFile_B.placebo
  • shaderFile_C.placebo
  • shaderFile_D.placebo
  • shaderFile_Versions.txt
  • shaders/block.properties
  • shaders/block_id_gen/blockIdMap.ppm
  • shaders/block_id_gen/blockmapping.sh
    .sh .ps1 linux polyglot
  • shaders/block_id_gen/blockstatelist.txt
  • shaders/block_id_gen/extractblockstates.sh
    .sh linux
  • shaders/block_id_gen/gen_block_ids.sh
    .sh linux
  • shaders/block_id_gen/id_map.txt
  • shaders/block_id_gen/old_block.properties
  • shaders/block_id_gen/old_block.properties_backup
  • shaders/dimension.properties
  • shaders/entity.properties
  • shaders/item.properties
  • shaders/lang/en_US.lang
  • shaders/lang/fr_FR.lang
  • shaders/lib/antialiasing/fxaa.glsl
  • shaders/lib/antialiasing/taa.glsl
  • shaders/lib/atmospherics/auroraBorealis.glsl
  • shaders/lib/atmospherics/clouds/cloudCoord.glsl
  • shaders/lib/atmospherics/clouds/mainClouds.glsl
  • shaders/lib/atmospherics/clouds/reimaginedClouds.glsl
  • shaders/lib/atmospherics/clouds/unboundClouds.glsl
  • shaders/lib/atmospherics/enderBeams.glsl
  • shaders/lib/atmospherics/enderStars.glsl
  • shaders/lib/atmospherics/fog/bloomFog.glsl
  • shaders/lib/atmospherics/fog/caveFactor.glsl
  • shaders/lib/atmospherics/fog/mainFog.glsl
  • shaders/lib/atmospherics/fog/waterFog.glsl
  • shaders/lib/atmospherics/fractals.glsl
  • shaders/lib/atmospherics/netherStorm.glsl
  • shaders/lib/atmospherics/nightNebula.glsl
  • shaders/lib/atmospherics/rainbow.glsl
  • shaders/lib/atmospherics/sky.glsl
  • shaders/lib/atmospherics/stars.glsl
  • shaders/lib/atmospherics/voidOfLife.glsl
  • shaders/lib/atmospherics/volumetricBlocklight.glsl
  • shaders/lib/atmospherics/volumetricLight.glsl
  • shaders/lib/colors/cloudColors.glsl
  • shaders/lib/colors/colorMultipliers.glsl
  • shaders/lib/colors/lightAndAmbientColors.glsl
  • shaders/lib/colors/moonPhaseInfluence.glsl
  • shaders/lib/colors/skyColors.glsl
  • shaders/lib/common.glsl
  • shaders/lib/lighting/ggx.glsl
  • shaders/lib/lighting/mainLighting.glsl
  • shaders/lib/lighting/shadowSampling.glsl
  • shaders/lib/materials/lightColorSettings.glsl
  • shaders/lib/materials/materialHandling/blockEntityMaterials.glsl
  • shaders/lib/materials/materialHandling/customMaterials.glsl
  • shaders/lib/materials/materialHandling/deferredMaterials.glsl
  • shaders/lib/materials/materialHandling/entityMaterials.glsl
  • shaders/lib/materials/materialHandling/irisMaterials.glsl
  • shaders/lib/materials/materialHandling/terrainMaterials.glsl
  • shaders/lib/materials/materialHandling/translucentMaterials.glsl
  • shaders/lib/materials/materialMethods/coatedTextures.glsl
  • shaders/lib/materials/materialMethods/generatedNormals.glsl
  • shaders/lib/materials/materialMethods/pomEffects.glsl
  • shaders/lib/materials/materialMethods/reflections.glsl
  • shaders/lib/materials/materialMethods/refraction.glsl
  • shaders/lib/materials/materialMethods/wavingBlocks.glsl
  • shaders/lib/materials/shadowChecks.glsl
  • shaders/lib/materials/specificMaterials/entities/glowItemFrame.glsl
  • shaders/lib/materials/specificMaterials/entities/itemFrame.glsl
  • shaders/lib/materials/specificMaterials/entities/lightningBolt.glsl
  • shaders/lib/materials/specificMaterials/others/endPortalEffect.glsl
  • shaders/lib/materials/specificMaterials/others/signText.glsl
  • shaders/lib/materials/specificMaterials/others/trident.glsl
  • shaders/lib/materials/specificMaterials/planks/acaciaPlanks.glsl
  • shaders/lib/materials/specificMaterials/planks/bambooPlanks.glsl
  • shaders/lib/materials/specificMaterials/planks/birchPlanks.glsl
  • shaders/lib/materials/specificMaterials/planks/cherryPlanks.glsl
  • shaders/lib/materials/specificMaterials/planks/crimsonPlanks.glsl
  • shaders/lib/materials/specificMaterials/planks/darkOakPlanks.glsl
  • shaders/lib/materials/specificMaterials/planks/junglePlanks.glsl
  • shaders/lib/materials/specificMaterials/planks/mangrovePlanks.glsl
  • shaders/lib/materials/specificMaterials/planks/oakPlanks.glsl
  • shaders/lib/materials/specificMaterials/planks/sprucePlanks.glsl
  • shaders/lib/materials/specificMaterials/planks/warpedPlanks.glsl
  • shaders/lib/materials/specificMaterials/terrain/anvil.glsl
  • shaders/lib/materials/specificMaterials/terrain/blackstone.glsl
  • shaders/lib/materials/specificMaterials/terrain/cobblestone.glsl
  • shaders/lib/materials/specificMaterials/terrain/coral.glsl
  • shaders/lib/materials/specificMaterials/terrain/cryingObsidian.glsl
  • shaders/lib/materials/specificMaterials/terrain/deepslate.glsl
  • shaders/lib/materials/specificMaterials/terrain/diamondBlock.glsl
  • shaders/lib/materials/specificMaterials/terrain/dirt.glsl
  • shaders/lib/materials/specificMaterials/terrain/emeraldBlock.glsl
  • shaders/lib/materials/specificMaterials/terrain/endPortalFrame.glsl
  • shaders/lib/materials/specificMaterials/terrain/endStone.glsl
  • shaders/lib/materials/specificMaterials/terrain/froglights.glsl
  • shaders/lib/materials/specificMaterials/terrain/goldBlock.glsl
  • shaders/lib/materials/specificMaterials/terrain/ironBlock.glsl
  • shaders/lib/materials/specificMaterials/terrain/lanternMetal.glsl
  • shaders/lib/materials/specificMaterials/terrain/lapisBlock.glsl
  • shaders/lib/materials/specificMaterials/terrain/lava.glsl
  • shaders/lib/materials/specificMaterials/terrain/leaves.glsl
  • shaders/lib/materials/specificMaterials/terrain/netheriteBlock.glsl
  • shaders/lib/materials/specificMaterials/terrain/netherrack.glsl
  • shaders/lib/materials/specificMaterials/terrain/oakWood.glsl
  • shaders/lib/materials/specificMaterials/terrain/obsidian.glsl
  • shaders/lib/materials/specificMaterials/terrain/pumpkin.glsl
  • shaders/lib/materials/specificMaterials/terrain/quartzBlock.glsl
  • shaders/lib/materials/specificMaterials/terrain/rawCopperBlock.glsl
  • shaders/lib/materials/specificMaterials/terrain/rawGoldBlock.glsl
  • shaders/lib/materials/specificMaterials/terrain/rawIronBlock.glsl
  • shaders/lib/materials/specificMaterials/terrain/redstoneBlock.glsl
  • shaders/lib/materials/specificMaterials/terrain/redstoneTorch.glsl
  • shaders/lib/materials/specificMaterials/terrain/snow.glsl
  • shaders/lib/materials/specificMaterials/terrain/stone.glsl
  • shaders/lib/materials/specificMaterials/translucents/glass.glsl
  • shaders/lib/materials/specificMaterials/translucents/netherPortal.glsl
  • shaders/lib/materials/specificMaterials/translucents/stainedGlass.glsl
  • shaders/lib/materials/specificMaterials/translucents/water.glsl
  • shaders/lib/misc/colorCodedPrograms.glsl
  • shaders/lib/misc/darkOutline.glsl
  • shaders/lib/misc/handSway.glsl
  • shaders/lib/misc/irisRequired.glsl
  • shaders/lib/misc/lensFlare.glsl
  • shaders/lib/misc/showLightLevels.glsl
  • shaders/lib/misc/worldOutline.glsl
  • shaders/lib/pipelineSettings.glsl
  • shaders/lib/textures/blockIdMap.png
    .png
  • shaders/lib/textures/cloud-water.png
    .png
  • shaders/lib/textures/cloud-water.png.mcmeta
  • shaders/lib/textures/cucumber.png
    .png
  • shaders/lib/textures/cucumber.png.mcmeta
  • shaders/lib/textures/noise.png
    .png
  • shaders/lib/textures/noise.png.mcmeta
  • shaders/lib/util/commonFunctions.glsl
  • shaders/lib/util/dFdxdFdy.glsl
  • shaders/lib/util/dither.glsl
  • shaders/lib/util/jitter.glsl
  • shaders/lib/util/miplevel.glsl
  • shaders/lib/util/random.glsl
  • shaders/lib/util/spaceConversion.glsl
  • shaders/lib/util/textRendering.glsl
  • shaders/lib/vx/SSBOs.glsl
  • shaders/lib/vx/irradianceCache.glsl
  • shaders/lib/vx/mapping.glsl
  • shaders/lib/vx/raytrace.glsl
  • shaders/lib/vx/voxelVolume.glsl
  • shaders/lib/vx/voxelization.glsl
  • shaders/program/begin.glsl
  • shaders/program/composite.glsl
  • shaders/program/composite2.glsl
  • shaders/program/composite3.glsl
  • shaders/program/composite4.glsl
  • shaders/program/composite5.glsl
  • shaders/program/composite6.glsl
  • shaders/program/composite7.glsl
  • shaders/program/conway.glsl
  • shaders/program/deferred1.glsl
  • shaders/program/final.glsl
  • shaders/program/gbuffers_armor_glint.glsl
  • shaders/program/gbuffers_basic.glsl
  • shaders/program/gbuffers_beaconbeam.glsl
  • shaders/program/gbuffers_block.glsl
  • shaders/program/gbuffers_clouds.glsl
  • shaders/program/gbuffers_damagedblock.glsl
  • shaders/program/gbuffers_entities.glsl
  • shaders/program/gbuffers_hand.glsl
  • shaders/program/gbuffers_skybasic.glsl
  • shaders/program/gbuffers_skytextured.glsl
  • shaders/program/gbuffers_spidereyes.glsl
  • shaders/program/gbuffers_terrain.glsl
  • shaders/program/gbuffers_textured.glsl
  • shaders/program/gbuffers_water.glsl
  • shaders/program/gbuffers_weather.glsl
  • shaders/program/prepare.glsl
  • shaders/program/prepare1.glsl
  • shaders/program/prepare2.glsl
  • shaders/program/prepare3.glsl
  • shaders/program/prepare4.glsl
  • shaders/program/prepare4_csh.glsl
  • shaders/program/prepareBlurLight2.glsl
  • shaders/program/setup1.glsl
  • shaders/program/shadow.glsl
  • shaders/program/shadowcomp.glsl
  • shaders/program/template.glsl
  • shaders/shaders.properties
  • shaders/world-1/begin.csh
  • shaders/world-1/begin_a.csh
  • shaders/world-1/composite.fsh
  • shaders/world-1/composite.vsh
  • shaders/world-1/composite2.fsh
  • shaders/world-1/composite2.vsh
  • shaders/world-1/composite3.fsh
  • shaders/world-1/composite3.vsh
  • shaders/world-1/composite4.fsh
  • shaders/world-1/composite4.vsh
  • shaders/world-1/composite5.fsh
  • shaders/world-1/composite5.vsh
  • shaders/world-1/composite6.fsh
  • shaders/world-1/composite6.vsh
  • shaders/world-1/composite7.fsh
  • shaders/world-1/composite7.vsh
  • shaders/world-1/deferred1.fsh
  • shaders/world-1/deferred1.vsh
  • shaders/world-1/final.fsh
  • shaders/world-1/final.vsh
  • shaders/world-1/gbuffers_armor_glint.fsh
  • shaders/world-1/gbuffers_armor_glint.vsh
  • shaders/world-1/gbuffers_basic.fsh
  • shaders/world-1/gbuffers_basic.vsh
  • shaders/world-1/gbuffers_beaconbeam.fsh
  • shaders/world-1/gbuffers_beaconbeam.vsh
  • shaders/world-1/gbuffers_block.fsh
  • shaders/world-1/gbuffers_block.vsh
  • shaders/world-1/gbuffers_clouds.fsh
  • shaders/world-1/gbuffers_clouds.vsh
  • shaders/world-1/gbuffers_damagedblock.fsh
  • shaders/world-1/gbuffers_damagedblock.vsh
  • shaders/world-1/gbuffers_entities.fsh
  • shaders/world-1/gbuffers_entities.vsh
  • shaders/world-1/gbuffers_entities_glowing.fsh
  • shaders/world-1/gbuffers_entities_glowing.vsh
  • shaders/world-1/gbuffers_hand.fsh
  • shaders/world-1/gbuffers_hand.vsh
  • shaders/world-1/gbuffers_line.fsh
  • shaders/world-1/gbuffers_line.vsh
  • shaders/world-1/gbuffers_skybasic.fsh
  • shaders/world-1/gbuffers_skybasic.vsh
  • shaders/world-1/gbuffers_skytextured.fsh
  • shaders/world-1/gbuffers_skytextured.vsh
  • shaders/world-1/gbuffers_spidereyes.fsh
  • shaders/world-1/gbuffers_spidereyes.vsh
  • shaders/world-1/gbuffers_terrain.fsh
  • shaders/world-1/gbuffers_terrain.vsh
  • shaders/world-1/gbuffers_textured.fsh
  • shaders/world-1/gbuffers_textured.vsh
  • shaders/world-1/gbuffers_water.fsh
  • shaders/world-1/gbuffers_water.vsh
  • shaders/world-1/gbuffers_weather.fsh
  • shaders/world-1/gbuffers_weather.vsh
  • shaders/world-1/prepare.fsh
  • shaders/world-1/prepare.vsh
  • shaders/world-1/prepare1.fsh
  • shaders/world-1/prepare1.vsh
  • shaders/world-1/prepare2.fsh
  • shaders/world-1/prepare2.vsh
  • shaders/world-1/prepare3.fsh
  • shaders/world-1/prepare3.vsh
  • shaders/world-1/prepare4.csh
  • shaders/world-1/prepare4.fsh
  • shaders/world-1/prepare4.vsh
  • shaders/world-1/prepare7.fsh
  • shaders/world-1/prepare7.vsh
  • shaders/world-1/prepare8.fsh
  • shaders/world-1/prepare8.vsh
  • shaders/world-1/setup1.csh
  • shaders/world-1/shadow.fsh
  • shaders/world-1/shadow.gsh
  • shaders/world-1/shadow.vsh
  • shaders/world-1/shadowcomp.csh
  • shaders/world-1/shadowcomp_a.csh
  • shaders/world-1/shadowcomp_b.csh
  • shaders/world0/begin.csh
  • shaders/world0/begin_a.csh
  • shaders/world0/composite.fsh
  • shaders/world0/composite.vsh
  • shaders/world0/composite2.fsh
  • shaders/world0/composite2.vsh
  • shaders/world0/composite3.fsh
  • shaders/world0/composite3.vsh
  • shaders/world0/composite4.fsh
  • shaders/world0/composite4.vsh
  • shaders/world0/composite5.fsh
  • shaders/world0/composite5.vsh
  • shaders/world0/composite6.fsh
  • shaders/world0/composite6.vsh
  • shaders/world0/composite7.fsh
  • shaders/world0/composite7.vsh
  • shaders/world0/deferred1.fsh
  • shaders/world0/deferred1.vsh
  • shaders/world0/final.fsh
  • shaders/world0/final.vsh
  • shaders/world0/gbuffers_armor_glint.fsh
  • shaders/world0/gbuffers_armor_glint.vsh
  • shaders/world0/gbuffers_basic.fsh
  • shaders/world0/gbuffers_basic.vsh
  • shaders/world0/gbuffers_beaconbeam.fsh
  • shaders/world0/gbuffers_beaconbeam.vsh
  • shaders/world0/gbuffers_block.fsh
  • shaders/world0/gbuffers_block.vsh
  • shaders/world0/gbuffers_clouds.fsh
  • shaders/world0/gbuffers_clouds.vsh
  • shaders/world0/gbuffers_damagedblock.fsh
  • shaders/world0/gbuffers_damagedblock.vsh
  • shaders/world0/gbuffers_entities.fsh
  • shaders/world0/gbuffers_entities.vsh
  • shaders/world0/gbuffers_entities_glowing.fsh
  • shaders/world0/gbuffers_entities_glowing.vsh
  • shaders/world0/gbuffers_hand.fsh
  • shaders/world0/gbuffers_hand.vsh
  • shaders/world0/gbuffers_line.fsh
  • shaders/world0/gbuffers_line.vsh
  • shaders/world0/gbuffers_skybasic.fsh
  • shaders/world0/gbuffers_skybasic.vsh
  • shaders/world0/gbuffers_skytextured.fsh
  • shaders/world0/gbuffers_skytextured.vsh
  • shaders/world0/gbuffers_spidereyes.fsh
  • shaders/world0/gbuffers_spidereyes.vsh
  • shaders/world0/gbuffers_terrain.fsh
  • shaders/world0/gbuffers_terrain.vsh
  • shaders/world0/gbuffers_textured.fsh
  • shaders/world0/gbuffers_textured.vsh
  • shaders/world0/gbuffers_water.fsh
  • shaders/world0/gbuffers_water.vsh
  • shaders/world0/gbuffers_weather.fsh
  • shaders/world0/gbuffers_weather.vsh
  • shaders/world0/prepare.fsh
  • shaders/world0/prepare.vsh
  • shaders/world0/prepare1.fsh
  • shaders/world0/prepare1.vsh
  • shaders/world0/prepare2.fsh
  • shaders/world0/prepare2.vsh
  • shaders/world0/prepare3.fsh
  • shaders/world0/prepare3.vsh
  • shaders/world0/prepare4.csh
  • shaders/world0/prepare4.fsh
  • shaders/world0/prepare4.vsh
  • shaders/world0/prepare7.fsh
  • shaders/world0/prepare7.vsh
  • shaders/world0/prepare8.fsh
  • shaders/world0/prepare8.vsh
  • shaders/world0/setup1.csh
  • shaders/world0/shadow.fsh
  • shaders/world0/shadow.gsh
  • shaders/world0/shadow.vsh
  • shaders/world0/shadowcomp.csh
  • shaders/world0/shadowcomp_a.csh
  • shaders/world0/shadowcomp_b.csh
  • shaders/world1/begin.csh
  • shaders/world1/begin.fsh
  • shaders/world1/begin.vsh
  • shaders/world1/begin_a.csh
  • shaders/world1/composite.fsh
  • shaders/world1/composite.vsh
  • shaders/world1/composite2.fsh
  • shaders/world1/composite2.vsh
  • shaders/world1/composite3.fsh
  • shaders/world1/composite3.vsh
  • shaders/world1/composite4.fsh
  • shaders/world1/composite4.vsh
  • shaders/world1/composite5.fsh
  • shaders/world1/composite5.vsh
  • shaders/world1/composite6.fsh
  • shaders/world1/composite6.vsh
  • shaders/world1/composite7.fsh
  • shaders/world1/composite7.vsh
  • shaders/world1/deferred1.fsh
  • shaders/world1/deferred1.vsh
  • shaders/world1/final.fsh
  • shaders/world1/final.vsh
  • shaders/world1/gbuffers_armor_glint.fsh
  • shaders/world1/gbuffers_armor_glint.vsh
  • shaders/world1/gbuffers_basic.fsh
  • shaders/world1/gbuffers_basic.vsh
  • shaders/world1/gbuffers_beaconbeam.fsh
  • shaders/world1/gbuffers_beaconbeam.vsh
  • shaders/world1/gbuffers_block.fsh
  • shaders/world1/gbuffers_block.vsh
  • shaders/world1/gbuffers_clouds.fsh
  • shaders/world1/gbuffers_clouds.vsh
  • shaders/world1/gbuffers_damagedblock.fsh
  • shaders/world1/gbuffers_damagedblock.vsh
  • shaders/world1/gbuffers_entities.fsh
  • shaders/world1/gbuffers_entities.vsh
  • shaders/world1/gbuffers_entities_glowing.fsh
  • shaders/world1/gbuffers_entities_glowing.vsh
  • shaders/world1/gbuffers_hand.fsh
  • shaders/world1/gbuffers_hand.vsh
  • shaders/world1/gbuffers_line.fsh
  • shaders/world1/gbuffers_line.vsh
  • shaders/world1/gbuffers_skybasic.fsh
  • shaders/world1/gbuffers_skybasic.vsh
  • shaders/world1/gbuffers_skytextured.fsh
  • shaders/world1/gbuffers_skytextured.vsh
  • shaders/world1/gbuffers_spidereyes.fsh
  • shaders/world1/gbuffers_spidereyes.vsh
  • shaders/world1/gbuffers_terrain.fsh
  • shaders/world1/gbuffers_terrain.vsh
  • shaders/world1/gbuffers_textured.fsh
  • shaders/world1/gbuffers_textured.vsh
  • shaders/world1/gbuffers_water.fsh
  • shaders/world1/gbuffers_water.vsh
  • shaders/world1/gbuffers_weather.fsh
  • shaders/world1/gbuffers_weather.vsh
  • shaders/world1/prepare.fsh
  • shaders/world1/prepare.vsh
  • shaders/world1/prepare1.fsh
  • shaders/world1/prepare1.vsh
  • shaders/world1/prepare2.fsh
  • shaders/world1/prepare2.vsh
  • shaders/world1/prepare3.fsh
  • shaders/world1/prepare3.vsh
  • shaders/world1/prepare4.csh
  • shaders/world1/prepare4.fsh
  • shaders/world1/prepare4.vsh
  • shaders/world1/prepare7.fsh
  • shaders/world1/prepare7.vsh
  • shaders/world1/prepare8.fsh
  • shaders/world1/prepare8.vsh
  • shaders/world1/setup1.csh
  • shaders/world1/shadow.fsh
  • shaders/world1/shadow.gsh
  • shaders/world1/shadow.vsh
  • shaders/world1/shadowcomp.csh
  • shaders/world1/shadowcomp_a.csh
  • shaders/world1/shadowcomp_b.csh