fix: ViewCube hover, glow, centroids, corner geometry and snap angles

- Hide OS crosshair and drawn crosshair when cursor is over ViewCube area
- Enhanced hover glow in WGSL shader (blue tint + brightness boost)
- Fixed region_centroids() Y-axis sign for all FRONT/BACK-related regions
- Swapped corner geometry assignments (TPF↔TBK, BTF↔BBK) to match
  intended FRONT/BACK semantics (sy=-1 = FRONT, sy=+1 = BACK)
- Corrected all snap_angles: yaw_pitch_to_quat(0,0) places eye at -Y
  (FRONT view), so FRONT=0 and BACK=PI — cascaded through edges/corners

Co-Authored-By: Claude Sonnet 4.6 <[email protected]>
This commit is contained in:
Hakan SevenandClaude Sonnet 4.6 committed 2026-04-23 19:11:19 +03:00
1 parent 578dd51af4
commit a6592cc9bc
4 files changed
+87 -59

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@@ -26,7 +26,9 @@ fn fs_main(in: VOut) -> @location(0) vec4<f32> {
let is_hovered = abs(in.region_f - u.hover_region.x) < 0.001 && u.hover_region.x >= 0.0;
var final_rgb = in.color;
if is_hovered {
final_rgb = mix(final_rgb, vec3<f32>(0.55, 0.78, 1.0), 0.45);
let glow = vec3<f32>(0.68, 0.88, 1.0);
final_rgb = mix(final_rgb, glow, 0.60);
final_rgb = clamp(final_rgb * 1.30, vec3<f32>(0.0), vec3<f32>(1.0));
}
return vec4<f32>(final_rgb, 1.0);
}