feat(light): render-quality tiers 3-4 — cones, falloff, soft shadows, gels, normals, day/night (#49)
The remaining lighting tiers from the original proposal, all extending the deterministic accumulation core (light.ludic) — no new ECS plumbing: - Light.spot: cone / flashlight lights (direction + spread degrees), with a self-contained integer atan2-in-degrees and a feathered edge. - Light.falloff: a brightness-ramp exponent (1 linear, 2 quadratic, …) via repeated fixed multiply. - Light.soft: soft shadows — an area-sampled light so an occluder edge fades through a penumbra instead of a hard cut. - Light.gel + Light.clear_gel: colour cookies — a light gels from its centre colour to a rim colour. - Light.normal + Light.clear_normals + Light.height: a normal G-buffer so surfaces shade by facing (N·L), not distance alone (tier 3). - Light.time_of_day: a day/night ambient ramp from a single 0..1 value. The engine lighting system (systems_light.ludic) consumes matching optional Light2D fields — direction/spread/falloff/softness/gel — each defaulting off so an older five-field Light2D lights exactly as before. Every tier is integer + Q16.16 fixed, so scenes light identically on every run and headless. Worked example + regression: examples/library/light_tiers.ludic (1 1 1 1 1 1 1 1 1). Nine new docs/language/light pages. Full suite 76 passed, self-host C-free fixpoint intact, no golden drift. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
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docs/language/light/light-gel.md
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docs/language/light/light-gel.md
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---
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id: light-gel
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name: Light.gel
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category: light
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kind: namespace-method
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tokens: Light.gel
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sig: Light.gel(color)
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tip: A colour cookie — later lights gel from their centre colour to this rim colour.
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order: 8
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ns: Light
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member: gel
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---
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Sets a **gel** (a colour cookie) for lights emitted after it: the light blends from its own <code>color</code> at the centre to this <code>color</code> at the rim, so a single light can carry a two-tone tint — a warm core cooling to a blue edge, a fire that reddens outward. Clear it with <a href="light-clear_gel"><code>Light.clear_gel</code></a> to return to a flat single-colour light. The gel rides on both <a href="light-point"><code>Light.point</code></a> and <a href="light-spot"><code>Light.spot</code></a>, and persists until cleared. Per-channel Q16.16 interpolation — deterministic.
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Parameters:
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- `color` — the rim colour, `0x00RRGGBB`
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```ludic
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program Demo {
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property Torch { x: int = 0, y: int = 0 }
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model Lamp { Torch }
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handler Render phase Update {
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Screen.clear(0)
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Light.ambient(Color.rgb(24, 24, 32))
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Light.gel(Color.rgb(40, 60, 160)) # cool blue rim
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Light.point(80, 60, 70, Color.rgb(255, 200, 120), 1.0) # warm core
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Light.clear_gel()
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Screen.show()
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}
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}
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```
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