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# sabaean_stone
The ochre sandstone the temple of Almaqah is cut from: coursed ashlar joints,
grain, weathering that pools in the cuts, sand drifting up from the plain, and a
carved South-Arabian glyph band at a chosen altitude. Everything is procedural
and measured in world metres, so one material dresses a 34 m terrace and a
0.6 m step at the same stone scale.
A terrace states its own band through the instance-data lanes —
`lane 0 = vec4(band_center_world_y, band_height, glyph_seed, enabled)` — so the
seven terraces carry seven bands off one material. Left at zero, the material's
own `band_center` / `band_height` answer, and a `band_height` of 0 means no band.
It returns a `PbrSurface`, so the engine lights it and the albedo, normal,
roughness and ao debug passes read the real channels.
▲ 0↑ born
backing path · game/temple/materials/temple_cornice.material
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agent_score is exposed.usability—
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quality—
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performance—
frame & memory budget held
agent review score
—
/ 100
awaiting first pass
usability × 0.40
+ quality × 0.35
+ performance × 0.25
± compat factor
+ quality × 0.35
+ performance × 0.25
± compat factor
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