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Add steady glow effect beneath hydrogen bomb
Render a soft radial glow underneath the hydrogen bomb sprite in UnitPass. H-bomb instances draw an enlarged quad (hBombGlowScale) so there's room for the halo; a cell-space UV remap keeps the sprite at its normal size while the margin becomes glow area. The glow is a steady (non-pulsing) radial falloff in a warm amber, alpha-blended underneath the sprite and suppressed in alt/affiliation view. Detection uses a HYDROGEN_BOMB_COL shader define derived from UNIT_ORDER, so it tracks the atlas layout rather than hard-coding the column. All other units are unaffected (scale 1, same fillrate); this stays a single program / two instanced draw calls. Glow color, scale, strength, and falloff are exposed in render-settings.json for live tuning via the debug GUI.
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@@ -179,7 +179,13 @@
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"flickerSpeed": 0.3,
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"angryR": 0.784,
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"angryG": 0,
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"angryB": 0
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"angryB": 0,
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"hBombGlowScale": 2.2,
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"hBombGlowR": 1.0,
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"hBombGlowG": 0.72,
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"hBombGlowB": 0.15,
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"hBombGlowStrength": 0.5,
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"hBombGlowInner": 0.45
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},
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"name": {
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"lerpSpeed": 10,
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