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Fix cel-shaded ambient color being stripped to luminance
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@@ -4,6 +4,7 @@ All notable changes to this project will be documented in this file, following t
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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.
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## [Unreleased]
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- Fix cel-shaded ambient color being stripped to luminance (now uses full RGB, matching the classic lighting path)
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- Fix empty transforms default in `ShapeFromPly`
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- Use morton order for spheres in dot visual with lod-levels
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- Add `Camera.changed` event and rotation/translation setter/getter
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@@ -78,7 +78,7 @@ export const apply_light_color = `
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}
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#pragma unroll_loop_end
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outgoingLight += physicalMaterial.diffuseColor * luminance(uAmbientColor);
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outgoingLight += physicalMaterial.diffuseColor * uAmbientColor;
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#else
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ReflectedLight reflectedLight = ReflectedLight(vec3(0.0), vec3(0.0), vec3(0.0), vec3(0.0));
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