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Brighten 3D ambient to 0.85 to better match 2D brightness
1 parent d6f4664 commit f8c1bac

1 file changed

Lines changed: 3 additions & 3 deletions

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web/src/lib/render/canvas3d.ts

Lines changed: 3 additions & 3 deletions
Original file line numberDiff line numberDiff line change
@@ -971,7 +971,7 @@ export function render3D(
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const ll = Math.sqrt(lx * lx + ly * ly + lz * lz);
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gl.uniform3f(uLightDir, lx / ll, ly / ll, lz / ll);
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// Flat shading in ortho (2D) mode, lit shading in perspective (3D)
974-
gl.uniform1f(uAmbient, 0.7 + 0.3 * orthoBlend);
974+
gl.uniform1f(uAmbient, 0.85 + 0.15 * orthoBlend);
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for (const mesh of state.meshes) {
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gl.uniform3f(uColor, mesh.color[0], mesh.color[1], mesh.color[2]);
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gl.bindVertexArray(mesh.vao);
@@ -986,7 +986,7 @@ export function render3D(
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const lx = 0.4, ly = 0.3, lz = 0.8;
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const ll = Math.sqrt(lx * lx + ly * ly + lz * lz);
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gl.uniform3f(state.uInstLightDir, lx / ll, ly / ll, lz / ll);
989-
gl.uniform1f(state.uInstAmbient, 0.7 + 0.3 * orthoBlend);
989+
gl.uniform1f(state.uInstAmbient, 0.85 + 0.15 * orthoBlend);
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// Draw top faces
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gl.uniform1f(state.uInstTopFace, 1.0);
@@ -1010,7 +1010,7 @@ export function render3D(
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gl.useProgram(state.instSideProgram);
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gl.uniformMatrix4fv(state.uInstSideMVP, false, vp);
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gl.uniform3f(state.uInstSideLightDir, lx / ll, ly / ll, lz / ll);
1013-
gl.uniform1f(state.uInstSideAmbient, 0.7 + 0.3 * orthoBlend);
1013+
gl.uniform1f(state.uInstSideAmbient, 0.85 + 0.15 * orthoBlend);
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for (const mesh of state.instancedMeshes) {
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if (visibleGdsLayers && mesh.gdsLayer != null && !visibleGdsLayers.has(mesh.gdsLayer)) continue;
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if (!mesh.sideVao || !mesh.sideVertCount) continue;

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