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Summary
Water was painted as flat color with highlights, so it didn't read as water. A new
reflect()insrc/water.tsmirrors the scene into water rows with drifting ripples, a tint and a per-pixel weight.+src/water.ts reflect(hdr, W, H, y0, y1, rows, amp, weight, tint, time, still?) beach sky, boat and birds mirrored in the sea each frame prehistoric volcano and sky mirrored in the lake each frame tundra still reflection in the ice, once in layout()Anything drawn in front of the water after it was painted stays in front of its reflection. Also slows the beach's crest highlights to keep flicker down and keeps its night glints saturated.
Evidence
Before (main) on the left, after on the right.
Lake and ice

Verification:
bun run typecheckpasses; CI's check job runsdev/check.ts(errors, frame time, flicker) on this branch.Merge Danger
Door: two-way
Blast Radius: visuals
Beach, prehistoric and tundra; a per-frame reflection pass over the water rows adds some frame cost.
Merged together with the other visual improvements in #1; this PR's CI screenshot check fails by design because screenshots are regenerated there.