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fix(presentation): simplify camera and engine effects
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@@ -183,9 +183,6 @@ func _update_speed_feel(delta: float) -> void:
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_effective_distance = lerpf(
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_effective_distance, camera_distance + _turbo_blend * turbo_distance_kick, feel_t
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)
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post_material.set_shader_parameter(
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"motion_blur_amount", _speed_blend * _speed_blend * 0.006 + _turbo_blend * 0.006
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)
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post_material.set_shader_parameter("chromatic_aberration", _turbo_blend * 0.007)
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post_material.set_shader_parameter("vignette_strength", 0.22 + _turbo_blend * 0.16)
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@@ -233,8 +230,7 @@ func begin_goal_cut(goal_position: Vector3) -> void:
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camera.fov = 58.0
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camera.look_at(_goal_cut_look_at, Vector3.UP)
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# A hard, stationary cinematic camera must not inherit the scoring frame's
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# ship-speed smear or turbo chroma. Keep only a deliberate cinematic edge.
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post_material.set_shader_parameter("motion_blur_amount", 0.0)
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# turbo chroma; keep only a deliberate cinematic edge.
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post_material.set_shader_parameter("chromatic_aberration", 0.0)
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post_material.set_shader_parameter("vignette_strength", 0.3)
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@@ -243,6 +239,5 @@ func end_goal_cut() -> void:
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_goal_cut_active = false
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_speed_blend = 0.0
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_turbo_blend = 0.0
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post_material.set_shader_parameter("motion_blur_amount", 0.0)
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post_material.set_shader_parameter("chromatic_aberration", 0.0)
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post_material.set_shader_parameter("vignette_strength", 0.22)
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