pub fn node_decor(
quads: &[QuadInstance],
intensity: f32,
ao: f32,
) -> (Vec<QuadInstance>, Vec<QuadInstance>)Expand description
Build glow + AO for a batch of node markers in one pass (the common case): pull
the SQUARE/CIRCLE/DIAMOND node quads out of quads, and for each emit an AO
shadow (under) + a glow halo (also under, over the shadow). Returns
(ao_quads, glow_quads) already lowered, so a caller pushes
shadows → glows → original quads for the layered orb look. intensity scales
the glow alpha; ao the shadow alpha.