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fix(visualizer): restore caustic lighting
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@@ -45,8 +45,8 @@ const SLOW_FOR = 2; // … and this many seconds of them step the quality down
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const FAST_FOR = 10; // s of frames on time before it tries one step up again
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/// Quality steps: icosphere subdivisions and resolution scale.
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const QUALITY: [number, number][] = [[5, 1], [4, 1], [4, 0.6], [3, 0.5]];
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/// Quality steps that still draw the light behind the drop.
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const CAUSTICS_UP_TO = 1;
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/// Keep the light at reduced resolution; only the emergency tier omits it.
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const CAUSTICS_UP_TO = 2;
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const CAUSTICS_IN = 0.6; // s for the light to come up as playing starts, and go
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/// Ferrofluid spikes: "auto" shows them where the track's look asks for them (style.ts).
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@@ -141,7 +141,7 @@ export class Caustics {
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gl.uniform1f(u.uHue, look.hue);
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gl.uniform1f(u.uIri, look.iri);
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gl.uniform1f(u.uHeat, look.heat);
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gl.uniform1f(u.uAmount, c.amount * look.caustics * 0.65);
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gl.uniform1f(u.uAmount, c.amount * look.caustics);
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gl.disable(gl.DEPTH_TEST);
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gl.depthMask(false);
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gl.bindVertexArray(this.vao);
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