- Flair tints are the terrain file's color bytes over 255, times the flair
model's own vertex colors (FlairAssets::AppendRenderBuffer divides by
255.0). The manifests said 63, so in the game shaders' sRGB maths tints
of up to 4 turned the flairs white (Battle Against Frakjaw's leaves).
Conversion format 6, so flair manifests kept by browsers are fetched
again.
- BasicShaders, AlphaAsAlpha and Flair.fx multiply the light by the vertex
color and only then clamp, as the COLOR0 output; the views clamped the
light first, so a light brighter than 1 no longer lifted darker vertex
colors.
- Docs: the flair tint, the clamp, and that AlphaAsAlpha cards show their
backs (Cullmode none) from outside a playable area.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
game-shaders.js ports the client's techniques to one ShaderMaterial
program per family and variant: LEGOPPLighting (hemisphere lit sun,
ambient, fresnel rim, N.H^320 specular, the default reflection cube;
decal and non-decal textures, emissive, super emissive, glow, grayscale,
no ambient, AnimUV), BasicShaders and AlphaAsAlpha (lit or unlit, both
sides, alpha blend, alpha test, additive, animated alpha, two layers),
Metallic.fx polished metal and brushed steel with the client's metal
cubes, clear plastic, the Distortion (Ocean) layers, Flat Surf,
BrickWater, darklings, terrain meshes, flairs and the sky. The maths runs
on sRGB values as Direct3D 9 did; lights, specular, hemisphere and fog
blend between scenes; textures move by the .nif's texture transforms.
Programs are shared by every material with the same defines.
A Fog switch (off by default) adds the zone's fog to scenery and
terrain. Shaders the game doesn't draw in the world (footprints, drop
shadows, post-processing) are left out. Docs list the families, their
gameValues and what's approximated.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
game-shaders.js ports the client's techniques to one ShaderMaterial
program per family and variant: LEGOPPLighting (hemisphere lit sun,
ambient, fresnel rim, N.H^320 specular, the default reflection cube;
decal and non-decal textures, emissive, super emissive, glow, grayscale,
no ambient, AnimUV), BasicShaders and AlphaAsAlpha (lit or unlit, both
sides, alpha blend, alpha test, additive, animated alpha, two layers),
Metallic.fx polished metal and brushed steel with the client's metal
cubes, clear plastic, the Distortion (Ocean) layers, Flat Surf,
BrickWater, darklings, terrain meshes, flairs and the sky. The maths runs
on sRGB values as Direct3D 9 did; lights, specular, hemisphere and fog
blend between scenes; textures move by the .nif's texture transforms.
Programs are shared by every material with the same defines.
A Fog switch (off by default) adds the zone's fog to scenery and
terrain. Shaders the game doesn't draw in the world (footprints, drop
shadows, post-processing) are left out. Docs list the families, their
gameValues and what's approximated.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>