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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>