- New StormLayer renders purple cloud clusters with a seeded charge → strike → afterglow envelope in the upper sky, using sprite compositing (back/flash/front trios) rather than shaders
- Add `stormEnvelope` + `sstep01` to SystemEffectsMath.js; refactor NebulaAtmosphere's cloud shape into a shared `cloudAlpha` used by both `drawCloud` and the storm's flash texture
- Extend EmberField with optional per-spark twinkle (rate/depth) so habitable fireflies pulse while redDwarf embers stay steady
- Wire StormLayer create/update/destroy into GameScene alongside the other content effects
- Populate `types.habitable.effect` in systems.json with grade, void, particles, and storm blocks; update landing.json to use ice land/takeoff videos for slots 02 and 03
- Add 7 new test checks covering the storm envelope math, habitable data contract, bundle sanity, and facade apply(); bump live types from three to four
- Add VoidBase content layer (neutral dark+grit surface at depth -1) so the
grade shader's two-light shadow lift can paint amber/azure onto the void
(the clear color bypasses filters)
- Extend grade shader with uLift2* and uBreath uniforms: side A glows color 1,
side B glows color 2 across the seeded axis, with a slow sinusoidal trade
- Wire breath period/depth from config into per-frame update()
- Rework WandererStar to anchor to the camera view each frame (wrap-in +
parallax trail) so it stays visible in the sky regardless of ship travel;
increase default core/halo sizes for a more present companion star
- Update systems.json binary effect with lift, breath, void config and larger
wanderer sizes
- Add test coverage for the new two-light lift, breath animation, and shader
uniform declarations (59 checks total)