message: Modified default lighting.
diff: @@ -203,12 +203,10 @@ const applyLighting = `
  if (u_lightMix.y > 0.0001) { // Default.
  float diffuseIntensity = 0.0, specularIntensity = 0.0;
  - // computeSimpleLight (diffuseIntensity, specularIntensity, normal, toEye, normalize(vec3(-0.3, -0.0, 0.7)), 1.0, specularExp);
  - // computeSimpleLight (diffuseIntensity, specularIntensity, normal, toEye, normalize(vec3(0.272165523, -0.6804138, 0.6804138)), .30, specularExp);
  - // computeSimpleLight (diffuseIntensity, specularIntensity, normal, toEye, normalize(vec3(0.2, 0.3, 0.5)), 1.0, specularExp);
  - // computeSimpleLight (diffuseIntensity, specularIntensity, normal, toEye, normalize(vec3(-0.25, -0.10, 0.3)), .30, specularExp);
  - computeSimpleLight (diffuseIntensity, specularIntensity, normal, toEye, normalize(vec3(0.3, 0.25, 0.7)), 1.0, specularExp);
  - computeSimpleLight (diffuseIntensity, specularIntensity, normal, toEye, normalize(vec3(-0.25, -0.25, 0.3)), .30, specularExp);
  + // Use a pair of lights that is something in-between portrait lighting & something more out-doorsy with a slightly more overhead main light.
  + // This will make more sense in a wider variety of scenes since this is the only lighting currently supported.
  + computeSimpleLight (diffuseIntensity, specularIntensity, normal, toEye, normalize(vec3(0.2, 0.5, 0.5)), 1.0, specularExp);
  + computeSimpleLight (diffuseIntensity, specularIntensity, normal, toEye, normalize(vec3(-0.3, 0.0, 0.3)), .30, specularExp);
  litColor += u_lightMix.y * diffuseWeight * diffuseIntensity * baseColor.rgb + specularIntensity * specularWeight * specularColor;
  }
  @@ -250,7 +248,8 @@ export function addLighting(builder: ProgramBuilder) {
  const doDiffuseImageLighting = (undefined === params.target);
  if (doDiffuseImageLighting)
  data[0] = 1.0;
  - else { // Use default lighting, 2 portrait lights & a little bit of ambient.
  + else {
  + // Use default lighting, a pair of directional lights + a little ambient.
  data[1] = 0.92;
  data[3] = 0.08;
  }
  