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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
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@@ -63,13 +63,14 @@ export class WiredFilter extends Filter
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void main(void) {
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vec4 currentColor = texture(uTexture, vTextureCoord);
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vec3 colorLine = uLineColor * currentColor.a;
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vec3 colorOverlay = uColor * currentColor.a;
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vec3 colorLine = uLineColor;
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vec3 colorOverlay = uColor;
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if(currentColor.r == 0.0 && currentColor.g == 0.0 && currentColor.b == 0.0 && currentColor.a > 0.0) {
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finalColor = vec4(colorLine.r, colorLine.g, colorLine.b, currentColor.a);
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} else if(currentColor.a > 0.0) {
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finalColor = vec4(colorOverlay.r, colorOverlay.g, colorOverlay.b, currentColor.a);
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vec3 blendedOverlay = mix(currentColor.rgb, colorOverlay, 0.28);
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finalColor = vec4(blendedOverlay.r, blendedOverlay.g, blendedOverlay.b, currentColor.a);
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}
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}
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`,
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