P12.3: candy clear colour for palette cohesion (sx / iOS)
Retune the GPU clear colour on both render paths (Metal on iOS, GL on desktop) from the old dark navy (0.05,0.06,0.10) to a candy-lavender tone sampled from the regenerated background's mid-gradient. The dark navy was the one off-palette constant left after P12.1/P12.2; the background art covers the full drawable in steady state, so it only ever surfaced as a pre-load flash / potential dark seam. A single shared CLEAR_R/G/B keeps the two paths from diverging. Refresh the stale full-board goldens (p4_board, p9_polish), which still showed the pre-P12.2 dark HUD, to the current cohesive candy palette.
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main.sx
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main.sx
@@ -31,6 +31,13 @@ strlen :: (s: *u8) -> usize #foreign libc "strlen";
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// as a snapshot, so the on-screen layout matches that golden gem-for-gem.
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BOARD_SEED :: 1337;
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// Cleared-surface tone for both GPU paths (Metal on iOS, GL on desktop). Tuned to
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// the candy background's mid-gradient lavender so the clear never reads as a dark
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// seam past the background art; one source keeps the two paths from diverging.
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CLEAR_R :f32: 0.765;
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CLEAR_G :f32: 0.733;
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CLEAR_B :f32: 0.933;
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g_plat : Platform = ---;
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g_pipeline : *UIPipeline = ---;
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g_delta_time : f32 = 0.016;
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@@ -230,13 +237,13 @@ frame :: () {
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} else if g_metal_gpu.pixel_w != g_uikit_plat.pixel_w or g_metal_gpu.pixel_h != g_uikit_plat.pixel_h {
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g_metal_gpu.resize(g_uikit_plat.pixel_w, g_uikit_plat.pixel_h);
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}
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clear : ClearColor = .{ r = 0.05, g = 0.06, b = 0.10, a = 1.0 };
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clear : ClearColor = .{ r = CLEAR_R, g = CLEAR_G, b = CLEAR_B, a = 1.0 };
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if !g_metal_gpu.begin_frame(clear) { return; }
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g_pipeline.tick();
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g_metal_gpu.end_frame(fc.target_present_time);
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} else {
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glViewport(0, 0, fc.pixel_w, fc.pixel_h);
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glClearColor(0.05, 0.06, 0.10, 1.0);
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glClearColor(CLEAR_R, CLEAR_G, CLEAR_B, 1.0);
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glClear(GL_COLOR_BUFFER_BIT);
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g_pipeline.tick();
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}
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