feat(terrain): separate shade material selections
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@@ -1584,9 +1584,14 @@ index, then groups the pairs by material lookup before constructing draw work.
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`TerrainSlotTable::render_dispatch` exposes exactly those two proven disk
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fields, while `LandMeshDocument::slot_material_pairs` decodes the selected
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type-11 entries as `{ material_lookup: u16, flags: u16 }`. Flag `0x0010` is a
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proven batch boundary in `GetShade`; the lookup's mapping to the two WEAR
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tables, the meanings of its remaining flags, and the final blend operation
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remain unassigned.
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proven batch boundary in `GetShade`. Crucially, this lookup does **not** select
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either map-local Land table: the `GetShade` constructor loads its own one-table
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manager from `system.rlb` resource `Shade.wea`, so the 16-bit value is that
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manager's table-zero row. `TerrainMaterialPair::shade_selection` records this
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separate selector instead of conflating it with `Land1.wea`/`Land2.wea`. The
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AutoDemo inspector now reports 128 slots, 3,174 addressed shade pairs, selector
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range `0..3173`, and 392 `0x0010` batch boundaries. The meanings of remaining
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flags and the final blend operation remain unassigned.
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The static Vulkan bridge now carries each contiguous face run as a separate
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draw range keyed by the original packed `material_tag`; it neither reorders
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