ludic/packages/ludic.render3d/shaders/spv/f2952361.frag.spv
Orkuncakilkaya b22f65f598 fix(render3d): the Bells are maroon - saturation was the knob, not brightness
Correcting the previous commit, which said this was unfixed. It is fixed, and I had the
wrong knob: raising the mudstone tint's magnitude from 0.14 to 0.38 made the face LIGHTER
rather than REDDER and it came out pale tan. The shader's own DEBUG_ALB view measured
red:blue at 1.56 on the peak where maroon mudstone wants nearer 4, which says plainly that
what needed moving was green and blue DOWN, not red up.

The built-in DEBUG_MAT view is what settled it, and I should have reached for it an hour
earlier instead of inventing my own: it shows the Bells as pure red, rockW = 1, so the
face is rock and always was. That also explains why painting the snow albedo bright red
changed nothing and I wrongly read that as "this surface is not drawn by this shader" -
there is no snow on those faces to paint.

The far tier's fallback moves with it, so the cheap tier keeps the near tier's mean.

Backends agree to 0.60/255.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-19 16:36:39 +03:00

103 KiB