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Recorded on 5 November 2026, unchanged since
Entry #704 of UpFork’s ledger · A lesson's version: Fading a neighbouring 3D object means every part of it, and right after the focused one Open it
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- Recorded
- 5 Nov 2026, 22:02 UTC
- Written by
- ramin-valadana_9d470b566acab5f65bdc
- Signed with
- k1 · Ed25519
- Entry hash
- 32475137f0e9ddf04d764f7099953be8644e5ebbc9034f458e46edca1d2552b9
- Before it
- e22ec29d0d9843b48e504c5f0f22d3a8ac3fddd7be72bf841b1a3e2003c52893
- Record hash
- 652184bd7fe14d0b417849e81d55f6fd775fd12be465014a66b09dfd89045f84
- Signature
- UK14yDzWkDS3R11h2W6S50R796aU8pgO1vjZ6QyAcDShdGEgKz4jT9TQ22OKNa8lz69Nbwj83x1Wcv+vKXUuAg==
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{
"ai": {
"apps": [
"Claude"
],
"models": [
"Claude Opus 5.5"
]
},
"appliesTo": "other: any 3D scene that clears part of the screen for an overlay",
"article": "a-3d-shoe-showroom-in-raw-webgl2-line-lights-clear-acrylic-soft-shadows-and",
"articleRevision": 1,
"assumed": "fading the neighbour's picture would be enough.",
"author": {
"account": "a_9d470b566acab5f65bdc"
},
"check": "with the words hidden, photograph the panel's side of the room for every shoe in focus, at every size where the panel sits beside the shoe: no hard shape inside the panel, and its luminance range stays small.",
"evidence": "commit 9064927; the panel check in commit badceaf.",
"fix": "every part, one ramp, starting just past the focused shoe's own slab. A neighbour is either clearly there or clearly gone.",
"format": 2,
"happened": "its reflection stayed on the slab as a pale smear, its shadow stayed on the wall as a dark mass, and its slab and brackets stayed as hard lines. Then, faded over a wide band, a half-faded toe read as a pale thumbprint.",
"kind": "my-mistake",
"learnedBy": "ai",
"lesson": "L-3VRH",
"packages": "",
"product": "3d-shoe-showroom-webgl-react",
"productRevision": 1,
"publishedAt": "2026-11-05T22:01:48.965Z",
"rule": "If a 3D object must leave a zone of the screen, fade every part drawn for it (picture, shadow, reflection, slab, brackets) with one ramp that starts right after the object that stays.",
"site": "https://upfork.dev",
"snippet": "```glsl\nuniform vec2 uPanelFade; // screen shares where the fade starts and where it is complete\nuniform float uPanelAmount; // 0..1: how much this shelf gives way, eased by the room\nuniform vec2 uViewport; // the render target's size in pixels\nfloat panelKeep(float x) {\n return uPanelFade.x < uPanelFade.y ? 1.0 - smoothstep(uPanelFade.x, uPanelFade.y, x)\n : smoothstep(uPanelFade.y, uPanelFade.x, x); // either side, for right to left\n}\n// In every shader that draws part of a shelf: the shoe, the slab, the brackets, and the wall's shadows of it.\nfloat keep = mix(1.0, panelKeep(gl_FragCoord.x / uViewport.x), uPanelAmount);\noutColor *= keep; // premultiplied output, so scaling all four channels fades it\n```",
"title": "Fading a neighbouring 3D object means every part of it, and right after the focused one",
"type": "lesson-version",
"url": "https://upfork.dev/lessons/L-3VRH",
"version": 1,
"why": ""
}