// Frozen light comparisons, also used by the WebGPU browser regression suite. window.lightScene = kind => { const cx = (W / 2) & ~3, cy = (H / 2) & ~3; window.CAM = [cx, cy]; SET.fog = false; SET.shake = false; SET.cameraLead = false; SET.daylight = kind === 'fire' ? 0 : 1; SET.ambient = 0.12; bot.lamp = kind === 'lamp'; weather.next = 1e15; R.rain = 0; const x0 = Math.max(0,cx-550), x1 = Math.min(W,cx+550); const y0 = Math.max(0,cy-330), y1 = Math.min(H,cy+330); for(let y=y0;ycx-95 && xcy-38 && y=cx+24 && x>2)*BW+(x>>2)]=0; } for(let x=x0;x