Merge pull request #1836 from giagitom/fix-cel-shading-ambient-color

Fix cel-shaded ambient color being stripped to luminance
This commit is contained in:
Alexander Rose
2026-05-23 21:50:07 -07:00
committed by GitHub
2 changed files with 2 additions and 1 deletions

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@@ -4,6 +4,7 @@ All notable changes to this project will be documented in this file, following t
Note that since we don't clearly distinguish between a public and private interfaces there will be changes in non-major versions that are potentially breaking. If we make breaking changes to less used interfaces we will highlight it in here.
## [Unreleased]
- Fix cel-shaded ambient color being stripped to luminance (now uses full RGB, matching the classic lighting path)
- Fix empty transforms default in `ShapeFromPly`
- Use morton order for spheres in dot visual with lod-levels
- Add `Camera.changed` event and rotation/translation setter/getter

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@@ -78,7 +78,7 @@ export const apply_light_color = `
}
#pragma unroll_loop_end
outgoingLight += physicalMaterial.diffuseColor * luminance(uAmbientColor);
outgoingLight += physicalMaterial.diffuseColor * uAmbientColor;
#else
ReflectedLight reflectedLight = ReflectedLight(vec3(0.0), vec3(0.0), vec3(0.0), vec3(0.0));