From e9ddc37788e51deb7569207b18704d0908c98899 Mon Sep 17 00:00:00 2001 From: Claude Date: Sun, 18 Oct 2026 03:37:49 +0000 Subject: [PATCH] fix(intro): punch exposure on impacts instead of adding a grey veil Additive flashes lifted the blacks to visible grey after gamma; scale the exposure instead so only lit pixels brighten. Also drop the scratch GL test. Co-Authored-By: Claude Opus 5.5 Claude-Session: https://claude.ai/code/session_01KqP857pippaUs6konSDfe8 --- intro-sequence/src/post.js | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) diff --git a/intro-sequence/src/post.js b/intro-sequence/src/post.js index 63d96a6f0..5c9bfa18e 100644 --- a/intro-sequence/src/post.js +++ b/intro-sequence/src/post.js @@ -148,8 +148,8 @@ export function createPost(renderer, W, H, hudCanvas) { bl.g = texture2D(tBloom, uv).g; bl.b = texture2D(tBloom, uv - ab * 1.5).b; col += bl * uBloom; - col *= uExposure; - col += vec3(0.75, 0.95, 1.0) * uFlash; + // flashes punch exposure instead of adding a veil, so blacks stay black + col *= uExposure * (1.0 + uFlash * 6.0); col = aces(col); // vignette float vig = smoothstep(0.95, 0.18, length(d * vec2(uRes.x / uRes.y, 1.0) * 0.82));