● Good commit — all four issues are now addressed. A couple of small things to note: The "uniform" wording on dynamic reflectivity is slightly off. The note you added says the dynamic reflectivity "is to be passed to the shaders as a uniform," but reflectivity is a field inside target_data_to_shader_structure, which goes through the SSBO — not a uniform. The correct statement is: the dynamic (glint-fluctuated) value is computed at SSBO write time and packed into the SSBO struct's reflectivity field. It never gets written back to the database. The intent is right, just the word "uniform" is misleading here. Minor formatting issue in the database workflow — step 4 appears twice (once as 4 and once as 4a/4b), and step 6 describes two actions (INSERT + run getMaterialProfile()) that might read more clearly if the derivation step comes before the INSERT, since you'd want the derived values computed before writing the new record to PostgreSQL. Neither of these affects implementation — any developer reading it will understand what you mean. But if you want to tighten the wording before moving on to the simulator, those are the two spots worth a quick pass. Otherwise the traffic cop spec is complete and you're good to proceed. ✻ Sautéed for 23s