Commit Graph

4 Commits

Author SHA1 Message Date
Aaron Kimbrell
93f4b051c6 fix(dashboard): flair tints and Basic lighting as the client computes them
- 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>
2026-09-28 22:31:25 -05:00
Aaron Kimbrell
f45a21c15f feat(dashboard): the game's own shaders in the world and property 3D views
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>
2026-09-28 22:31:24 -05:00
Aaron Kimbrell
c3b52545b5 Revert "feat(dashboard): the game's own shaders in the world and property 3D views"
This reverts commit acc4853756.
2026-09-28 22:31:22 -05:00
Aaron Kimbrell
d817697ab2 feat(dashboard): the game's own shaders in the world and property 3D views
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>
2026-09-28 22:31:22 -05:00