// WoW 3.3.5 character eye glow effect // Replicates WoW M2 blendingMode=4 (Add: ONE + ONE — pure additive). // // render_mode breakdown: // blend_add — additive blending: eye adds light, makes area brighter // unshaded — no lighting response, fully self-illuminated // depth_draw_never — don't write depth, renders on top without occlusion // cull_disabled — visible from both sides (eye meshes are thin) // // How it works: // result = shader_output + background. The eye glow mesh sits over the // eye base and adds bright colored light in the shape of the glow texture. // Darker texture areas contribute nothing; bright areas max out the glow. shader_type spatial; render_mode blend_add, unshaded, depth_draw_never, cull_disabled; // Base texture from the M2 eye-glow BLP (e.g. BloodElfFemaleEyeGlowGreen.blp) uniform sampler2D albedo_texture : source_color, hint_default_white; // Tint + brightness multiplier. Defaults match Blood Elf green glow. uniform vec3 glow_color : source_color = vec3(0.1, 1.0, 0.2); uniform float glow_intensity : hint_range(0.0, 4.0, 0.05) = 1.3; void fragment() { vec4 tex = texture(albedo_texture, UV); // Use texture luminance as the glow mask; multiply by tint and intensity. // High-luminance areas of the texture produce bright colored glow. float lum = dot(tex.rgb, vec3(0.299, 0.587, 0.114)); ALBEDO = glow_color * glow_intensity * lum; // Alpha drives blend contribution (SRC_ALPHA + ONE in additive mode). ALPHA = tex.a * lum; }