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xtask: fix manual testing, manual: fix image links
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crates/xtask/src/main.rs

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@@ -81,7 +81,7 @@ impl Manual {
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async fn test() {
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log::info!("testing the manual snippets");
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let mut process = tokio::process::Command::new("cargo")
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.args(["test", "-p", "test-manual"])
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.args(["test", "-p", "examples"])
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.spawn()
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.unwrap();
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let status = process.wait().await.unwrap();

manual/src/lighting/analytical.md

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@@ -12,7 +12,7 @@ To do any lighting, though, we have to turn lighting back on in the stage:
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{{#include ../../../crates/examples/src/lighting.rs:lighting_on}}
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```
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![image of a marble bust in shadow](/assets/lighting/no-lights.png)
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![image of a marble bust in shadow](../assets/lighting/no-lights.png)
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As we talked about in [the GLTF example](/gltf.html#render), with no lights
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on the stage, the bust renders in shadow.
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{{#include ../../../crates/examples/src/lighting.rs:directional}}
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```
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![image of a marble bust lit by a single directional light](/assets/lighting/directional.png)
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![image of a marble bust lit by a single directional light](../assets/lighting/directional.png)
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Not bad!
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@@ -57,7 +57,7 @@ Let's create a point light:
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{{#include ../../../crates/examples/src/lighting.rs:point}}
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```
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![image of a marble bust lit by a single point light](/assets/lighting/point.png)
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![image of a marble bust lit by a single point light](../assets/lighting/point.png)
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Similarly we'll remove the point light before moving on:
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Spot lights emit a cone of light from a single point, with a specified direction
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and angle. They are useful for highlighting specific areas or objects in a
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scene, such as a spotlight on a stage. The intensity of a spot light diminishes
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scene, such as a spotlight on a stage. The intensity of a spotlight diminishes
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with distance and is also affected by the angle of the cone, allowing for
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precise control over the lighting effect.
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{{#include ../../../crates/examples/src/lighting.rs:spot}}
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```
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![image of a marble bust lit by a single spot light](/assets/lighting/spot.png)
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![image of a marble bust lit by a single spot light](../assets/lighting/spot.png)
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Good enough! Now on to image-based lighting, which uses environment maps to simulate complex lighting scenarios. This technique captures real-world lighting conditions and applies them to the scene, providing more realistic reflections and ambient lighting.

manual/src/lighting/ibl.md

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@@ -32,7 +32,7 @@ on the [`Stage`] to use it:
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{{#include ../../../crates/examples/src/lighting.rs:ibl}}
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```
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![image of a marble bust lit by the helipad environment map](/assets/lighting/ibl.png)
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![image of a marble bust lit by the helipad environment map](../assets/lighting/ibl.png)
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## Mix it up! 🎨
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@@ -43,7 +43,7 @@ might expect. Here we'll build on the previous example to add a point light:
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{{#include ../../../crates/examples/src/lighting.rs:mix}}
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```
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![image of a marble bust lit by the helipad environment map](/assets/lighting/ibl-analytical-mixed.png)
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![image of a marble bust lit by the helipad environment map](../assets/lighting/ibl-analytical-mixed.png)
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By combining IBL with analytical lights, you can achieve a rich and dynamic
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lighting environment that captures both the subtle nuances of ambient light and

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