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Correct per-shader texture slots from SHADERS.MAP ground truth: ship/matte/badge/bay keep 4 slots (REFL is a channel packed inside the glow texture, not a texture; SPEC on ship is likewise a glow channel), shipglow/badgeglow restored to 5 slots in real order (diffuse, spec, glow, team, normal) so texture-group changes no longer silently drop SPEC/TEAM/NORM on save, badge restored to 4 slots
Thruster off-state textures keep canonical HOD names ($diffuseOff/$glowOff); removed the invented $specular param name
Background shader families (bg_planet/planetmelt/moon/cosmic, fx, dust, nis) now expose their real slots; thruster DIFX/GLOX and bg CLD1/WARP/PROG/MASK suffixes recognized
Viewport preview keeps thruster ON-state textures visible and no longer misroutes SPEC maps
If a shipglow/badge material lost SPEC/TEAM/NORM bindings in a previously saved file, reload the original HOD and re-apply the texture group