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Where nothing bends (past `depth`, or with no refraction) the three colour channels sample the backdrop at the same point: one sample instead of three. The rim light's facing and powers are worked out only where the light reaches. Same bytes: an ignored `glass_digests` test prints digests of 30 renders (5 looks, square and rounded, 3 scales), identical before and after this change (and to main). Refs #256 Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>