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kit: screen bench reads black, reframed, cool pictures light in colour - #501
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What it does
The Lab's "CRT in a dark room" preset now goes properly dark. It's reframed so the set sits on the right third and the chair is three-quarter on, and a blue picture now throws visible blue light.
How it works
vec3f(0.006, 0.011, 0.028)below 0.25 luminance, which works out to exactly the measured sRGB (24, 32, 50). The world's physical renderer now usesWORLD_POST, which is the kit's ownpostShader(false)with the lift scaled throughFrameInput.postCustom(the forest'scustomPostGradeWgslpattern). The new Grade shadow lift knob (Physical, 0–1, default 1) controls it, and onlyscreen-benchsets it to 0. The dark frame now sits at RGB 6–9.screenBounceSource.scale()was luminance-weighted, which dimmed a blue picture to a third. It now uses the peak channel, soscale() × color()equals the emission. Exposure goes from 0.6 to 0.8 EV.Risk
Other presets and games are unchanged. With the override off, the
selectreturns the original constant. The world never sets the Look bit, so it was already on the baselinepostShader(false). The bloom passes have no lines that depend on looks. A test checks that only the lift line differs, with naga validation. The fixture's 5% glow floor is a shared shader, so the off table-lamp shade still glows faintly at the left edge.This also fixes a latent red on main: kit's
architecture-map.test.tsdidn't classify nightshift's@arcade/kit/gpu/post-uniformimport. Main's changed-onlypackagesrun hadn't run it since. That row is now added to the look row and the docs table is regenerated.Proof
One headless run: off, cartoon, sea, PVM close-up.
https://studio.taila8e7c7.ts.net:8444/crt-bench-look-2026-10-23/index.html