fix(renderer): refine wired selection overlay

- keep selected items fully opaque

- blend only the wired overlay tint instead of lowering item alpha

- improve readability for green primary and blue secondary wired highlights
This commit is contained in:
Lorenzune
2026-03-17 03:28:05 +01:00
parent 00743a3865
commit 5929faf9c7
+4 -3
View File
@@ -63,13 +63,14 @@ export class WiredFilter extends Filter
void main(void) {
vec4 currentColor = texture(uTexture, vTextureCoord);
vec3 colorLine = uLineColor * currentColor.a;
vec3 colorOverlay = uColor * currentColor.a;
vec3 colorLine = uLineColor;
vec3 colorOverlay = uColor;
if(currentColor.r == 0.0 && currentColor.g == 0.0 && currentColor.b == 0.0 && currentColor.a > 0.0) {
finalColor = vec4(colorLine.r, colorLine.g, colorLine.b, currentColor.a);
} else if(currentColor.a > 0.0) {
finalColor = vec4(colorOverlay.r, colorOverlay.g, colorOverlay.b, currentColor.a);
vec3 blendedOverlay = mix(currentColor.rgb, colorOverlay, 0.28);
finalColor = vec4(blendedOverlay.r, blendedOverlay.g, blendedOverlay.b, currentColor.a);
}
}
`,