message: Add a little bit of ambient to default lighting.
diff: @@ -203,6 +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);
  @@ -241,12 +245,15 @@ export function addLighting(builder: ProgramBuilder) {
  data[1] = 0.0; // set to 1.0 for default portrait lighting
  data[2] = 0.0; // set to 1.0 for using scene lights
  data[3] = 0.0; // set > 0.0 for constant lighting
  + // ###TODO: IBL - use the following commented out line instead of the one after it which is there just to use params.
  // const doDiffuseImageLighting: boolean = (undefined !== params.target.diffuseMap);
  - const doDiffuseImageLighting = (undefined === params.target); // should always be false so that we use deault lights for now
  + const doDiffuseImageLighting = (undefined === params.target);
  if (doDiffuseImageLighting)
  data[0] = 1.0;
  - else
  - data[1] = 1.0;
  + else { // Use default lighting, 2 portrait lights & a little bit of ambient.
  + data[1] = 0.92;
  + data[3] = 0.08;
  + }
  uniform.setUniform4fv(data);
  });
  });
  