What it does
surf_flow
The surf part's game-state pass, registered at priority 110 — after surf_ink,
before the fade. Six effects, each behind its own property so the part can drive
them from gameplay:
bloom— a single-pass ring of 12 luminance-thresholded taps, soft-added.speed_lines— broken radial dashes near the frame rim, each segment on its own flicker clock, reading as rushing air.flash— whole-frame whitening for the storm hits.hue_pulse— a slow breathing hue rotation as flow heats up.fade— desaturates and darkens as the board goes under.vignette— the constant radial darkening.
Discussion
Scoped to this part · feeds back into the world's score.
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