fix: the mark iii lights now switch, and what glows lights the armour - #21
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The lights control only lowered the emission of the reactor, the eyes and the palms, which kept their pale blue base and the studio's reflections, so switching them off changed almost nothing. Off now means dark: the glass falls to a trace of its colour. On, each glowing part carries a small lamp of its own, parented to it so it travels when the armour is taken apart, and a bloom pass lets the light spill into the air around it. The bloom's blur writes full opacity, which painted the whole canvas black and hid the panel and the starfield behind it. Its light is now added without touching the canvas's alpha, so the page still shows through and the halo sits on top of it in both themes. The threshold sits above anything the studio light makes the metal reflect, and the gold has lost its clearcoat, so only what is switched on blooms.
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The problem
On the live Mark III model the lights control changed almost nothing, and the glow from the reactor, eyes and palms had no presence.
The control only lowered the emission of those parts, which kept their pale blue base and the studio's reflections, so off looked much like on. And the viewer had no bloom, so nothing glowed into the air.
The fix
Checked
npm run validatepasses. Opened in a browser with the key: night with the lights on and off, day with the lights on.Rollback
Merge with a merge commit and keep the branch. Reverting the merge commit returns the viewer to how it is on main now.