message: modified shader commented out code
diff: @@ -181,23 +181,24 @@ const applyLighting = `
  float specularWeight = useDefaults ? .4 : u_material.g;
  vec3 litColor = vec3(0.0);
  - // ##TODO: IBL
  - // baseColor.rgb = applyReflection(baseColor.rgb, normal, u_reflect);
  + /* ##TODO: IBL
  + baseColor.rgb = applyReflection(baseColor.rgb, normal, u_reflect);
  - // if (u_lightMix.x > 0.0001) {
  - // vec3 normalWorld = normal * u_nmx;
  - // vec3 normalWorld = normal * u_nmx;
  - // vec3 imageDiffuse = sampleRGBM(u_diffuseMap, normalWorld);
  + if (u_lightMix.x > 0.0001) {
  + vec3 normalWorld = normal * u_nmx;
  + vec3 normalWorld = normal * u_nmx;
  + vec3 imageDiffuse = sampleRGBM(u_diffuseMap, normalWorld);
  - // litColor += u_lightMix.x * toLuminance (imageDiffuse) * baseColor.rgb;
  + litColor += u_lightMix.x * toLuminance (imageDiffuse) * baseColor.rgb;
  - // if (0.0 != u_imageSolar.w) {
  - // float diffuseIntensity = 0.0, specularIntensity = 0.0;
  + if (0.0 != u_imageSolar.w) {
  + float diffuseIntensity = 0.0, specularIntensity = 0.0;
  - // computeSimpleLight(diffuseIntensity, specularIntensity, normalWorld, toEye, u_imageSolar.xyz, 1.0, specularExp);
  - // litColor += u_lightMix.x * (u_imageSolar.w * diffuseWeight * diffuseIntensity * baseColor.rgb + specularIntensity * specularWeight * specularColor);
  - // }
  - // }
  + computeSimpleLight(diffuseIntensity, specularIntensity, normalWorld, toEye, u_imageSolar.xyz, 1.0, specularExp);
  + litColor += u_lightMix.x * (u_imageSolar.w * diffuseWeight * diffuseIntensity * baseColor.rgb + specularIntensity * specularWeight * specularColor);
  + }
  + }
  + */
  if (u_lightMix.y > 0.0001) { // Default.
  float diffuseIntensity = 0.0, specularIntensity = 0.0;
  @@ -208,12 +209,13 @@ const applyLighting = `
  litColor += u_lightMix.y * diffuseWeight * diffuseIntensity * baseColor.rgb + specularIntensity * specularWeight * specularColor;
  }
  - // ###TODO: Source Lighting
  - // if (u_lightMix.z > 0.0) // Source.
  - // litColor += u_lightMix.z * computeSourceLighting(normal, toEye, v_pos, specularExp, specularColor, baseColor.rgb);
  + /* ###TODO: Source Lighting
  + if (u_lightMix.z > 0.0) // Source.
  + litColor += u_lightMix.z * computeSourceLighting(normal, toEye, v_pos, specularExp, specularColor, baseColor.rgb);
  + */
  - // if (u_lightMix.a > 0.0)
  - // litColor.rgb += u_lightMix.a * baseColor.rgb;
  + if (u_lightMix.a > 0.0)
  + litColor.rgb += u_lightMix.a * baseColor.rgb;
  // Clamp while preserving hue.
  float maxIntensity = max(litColor.r, max(litColor.g, litColor.b));
  