Original separate galaxy black-hole source pass
This is offline local-resource evidence. No game process, network, input or original game function is used. Actual source VS/PS comparison does not certify all runtime materials or the final live game frame.
Build-OriginalBlackHoleAssets.py copies the exact blackholes.pdiffusetexture from the already hashed Galaxy material bundle. The BC1 texture is512×512, one layer,10 original padded mips,181248 bytes; SHA256 0d8ddcc7b1a303234a8a4385c6dc3e195c176704dcfbfe40c9ea35e0e6deb18a. Its deterministic gzip is4465 bytes. No painted/generated model or replacement ring is supplied.
Actual branch and source instance
Old pinned 3B32EE0 initially marks classification41/42 special. The aggregate style 3B346B0 then explicitly forces that flag only when Settings10 (RealisticView) is0 and compact classification is41 or42; other view modes clear it. 3A431C0 submits ordinary stars when style+18 is false; otherwise its separate param7 gate controls the BlackHoles instance.
The caller 3A25340 reads Main interface+D0(5). Actual vtable551FEC8+D0 is the30-byte leaf 3A4DFA0, which forwards to Settings+1F0(5) and returns value!=0. 3A819C0's index5 UI has the actual PE string GM_DisplayOptions_Navigation at5521A90. The imported tool property is ShowRoute, not ShowMarkers. Thus ShowMarkers=false/ShowRoute=true still submits a black hole; the reverse combination does not. The source getter and literal bytes are checked by the builder.
The separate instance retains the same actual52-byte layout and six camera-facing unit-quad vertices as ordinary Galaxy stars. The source producer fixes array layer0 and instanceRGBA(1,1,1,1), with the latter checked at old image4DEF770. Size is IEEE half(styleSize), without spectral estimates, a4× multiplier or a positive pixel floor. Visibility still requires the actual source style's nonzero size/alpha and the current catalogue/query gate. Classified views retain their ordinary classified source glyph.
Actual shader and runtime material
The original BackgroundBlackHole_Forward0 VS is1048 bytes, SHA256 fb5c6e57697c6e6620f3ca0166b9cb5b639dcc3ec63198e9911b2627e712943c; PS is1224 bytes, SHA256 30d4e80799f9da2263e12089e1a2d50f99d0445c5c8efedfd937bd5fe68f5b4a. Both are existing extracted DXBCs from the pinned Effects archive.
The PS uses separate RGB mask channels, each raised to1.2, rather than the ordinary stars' summed channel light. After original radial glow and0..100 source clamp it outputs (1-RGB)*gHDRScalingWrite and length(RGB)/3 alpha. Negative RGB and alpha above1 are intentional source values and remain floating point.
ConfigE8 BlackHoles is bound through 3A5BAF0 ->39F2210 ->3A09F20 to renderer8C8/938; its viewport primitive is slot28. 3AB44E0 applies the actual common stellar default Glow (2.75,.17,1.903) to this fifth publisher too. The alternate source (4,1,0) remains explicit but its live selector is not invented.
The authored FGM has source4/destination7, which by itself replays to SourceAlpha/InverseDestinationAlpha. That is not the actual default runtime state: constructor3A09F20 binds the named pSrcBlend wrapper10F0/value1178 to4 and pDestBlend wrapper1180/value1208 to1. 3AAC040 publishes both through4342040; the black-hole runtime updater does not overwrite those integer defaults. Replaying the original effect with these actual publisher values gives RGB and alpha SourceAlpha/One/Add. The builder records both authored and actual descriptors and the original named constructor stores. This distinction avoids introducing a spurious black rectangular destination-alpha wipe.
Production and independent GPU checks
GalaxyBlackHoleGraphics.cs uploads actual52-byte records and a dedicated BC1 array; GalaxyBlackHole.hlsl implements the original source stages with the recovered current camera projection. The Main renderer supplies a classification-derived special flag and separately passes ShowRoute. Known special types no longer use the former procedural rim fallback. General navigation glyphs stay separate; public rows without native appearance do not claim this source branch.
research/GalaxyBlackHoleShaderProbe links the actual production Core and rendering partial. It runs the actual original VS and PS DXBC with original half4 vertices and full52-byte input against the production port, using the same real texture and recovered runtime blend. Twenty-four R32G32B32A32Float cases cover near, oblique and subpixel far views; DPI1/2; destination alpha0/1; and Write1/1over256. The source-linked probe additionally checks true classification, zero-size/alpha rejection and the two independent ShowRoute/ShowMarkers combinations. Reports and raw float frames are in artifacts/galaxy-black-hole-shader-validation.
The final source report records no NaN/Inf and the unchanged subpixel far fixture can emit no fragments, matching the original. This is not inflated to a visible dot. Live runtime alternate Glow, precise same-layer submission order, and complete live scene equivalence remain unconfirmed. The ordinary application build and integrated hidden screenshot are separate root checks.