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Add dedicated ace-spec shader for ACE_SPEC_RARE cards #10

@selop

Description

@selop

Description

ACE_SPEC_RARE cards currently fall through to the ultra-rare shader (cardCatalog.ts:58), but they have a distinct holographic treatment in the physical TCG that deserves its own shader. A new ace-spec.frag fragment shader should be created to give these cards their own visual identity.

Use Case / Motivation

Ace Spec cards (e.g. PAF #141) have a unique foil pattern that differs from standard Ultra Rares. Using the generic ultra-rare shader for them loses that distinction. A dedicated shader would improve visual accuracy and make the collection feel more authentic.

Proposed Solution

  1. New shader: Create src/shaders/ace-spec.frag with a visual treatment tailored to Ace Spec cards
  2. Update mapHoloType() in src/data/cardCatalog.ts — change the ACE_SPEC_RARE case (line 58) from 'ultra-rare' to 'ace-spec'
  3. Register the new HoloType in src/types/ (add 'ace-spec' to the HoloType union)
  4. Add uniform↔config mappings to src/data/shaderRegistry.ts (SHADER_UNIFORM_REGISTRY)
  5. Add default values to src/data/defaults.ts
  6. Import the shader in src/three/buildCard.ts and add the case for material creation
  7. Update tests: adjust the existing test in cardCatalog.test.ts (line 28-29) to expect 'ace-spec' instead of 'ultra-rare', and add the new shader to shader-validation.test.ts / shader-compilation.test.ts
  8. Update docs: CLAUDE.md shader selection table and docs/CARD-SETS.md

Reference card

Use PAF #141 (sv4-5_en set) as the primary reference for developing and testing the shader.

Alternatives Considered

Keep using ultra-rare for Ace Spec cards. This works but misses the opportunity to reproduce the distinct Ace Spec foil pattern.

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