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feat(arena): add grounded lighting and asteroid dressing
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@@ -14,11 +14,6 @@ uniform vec3 deck_color : source_color = vec3(0.085, 0.095, 0.122);
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// Kept close to deck_color on purpose: per-plate variation is meant to break
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// up a 24x36 m plane, not to reintroduce visible tiling.
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uniform vec3 panel_color : source_color = vec3(0.104, 0.116, 0.146);
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// Stand-in for bounce light. The arena is lit by one dim directional plus low
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// ambient, so hull facing away from it — the goal bulkheads, the fillet caps
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// either side of each mouth — otherwise crushed to pure black and the whole
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// end zone read as a void with a goal floating in it.
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uniform float hull_fill : hint_range(0.0, 2.0) = 0.55;
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uniform float panel_variation : hint_range(0.0, 1.0) = 0.4;
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uniform vec3 line_color : source_color = vec3(0.62, 0.78, 1.0);
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// Must track TeamColors.TEAM_COLORS in scripts/team_colors.gd — shaders can't
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@@ -47,9 +42,9 @@ uniform float seam_width = 0.22;
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uniform float end_zone_strength : hint_range(0.0, 1.0) = 0.12;
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uniform float panel_size = 4.0;
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uniform float panel_line_width : hint_range(0.0, 0.5) = 0.05;
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// Deliberately not a high metallic value: this arena is lit by one dim
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// directional plus low ambient, and a near-metal deck has almost no diffuse
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// response, which crushed the plating to black.
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// Deliberately not a high metallic value: the local pitch lights and SDFGI
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// need enough diffuse response to reveal the plating instead of turning it
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// into a dark mirror at grazing angles.
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uniform float deck_metallic : hint_range(0.0, 1.0) = 0.3;
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uniform float deck_roughness : hint_range(0.0, 1.0) = 0.34;
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@@ -135,8 +130,7 @@ void fragment() {
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ALBEDO = mix(albedo, line_color, marks);
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METALLIC = deck_metallic * (1.0 - marks);
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ROUGHNESS = clamp(mix(rough, 0.5, marks), 0.05, 1.0);
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EMISSION = albedo * hull_fill
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+ line_color * marks * line_emission
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EMISSION = line_color * marks * line_emission
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+ seam_color * seam * seam_emission
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+ zone * 0.015 * flat_deck;
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}
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