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Draw Bhote Koshi and awareness pulses through engine.ground
Render the Bhote Koshi event and locator through one ground and point display. Keep Cesium's reveal paths, dashed halo, glowing core, polygon classification, pick identities and independent point outline opacity. Add static pixel dash masks, synchronous ground reveals after terrain bounds load, and per-point outline colour so the shared display preserves those behaviours. Add a ground pulse field with checked state on all three engines. Keep Cesium's raised material disc, band equations, front widths, wake and rest timing and reduced-motion behaviour. Navara now follows Cesium's raised pulse surface and story styling, with ground effects composed after tone mapping. Move the wind mesh shader into the Navara engine without changing its transparent pass. Layer renderer lines fall from 210 to 14 for Cesium and from 794 to 314 for Navara. Viewer lines fall from 953 to 948, extension reads from 6 to 4, and engine-name lines from 37 to 36. No coupling count grows. Checked in the browser, keyless: the contract suite, with its new pulse pixel checks, passes on Navara and on Cesium apart from the camera-events check that also fails intermittently before; the Nepal locator and Contacts engine switches pass. The Nepal event and wind engine switches fail the same way before this change. Side by side at the locator's overview, Cesium draws the same pixels as before and Navara's river corridor now glows as Cesium's does, where it was faint.
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@@ -280,11 +280,14 @@ one application, and only the globe-bound parts move to the next engine.
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S2 GhostMaps, cyclone advisories, submarine cables, Mapped Installations,
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Global Context, datacenters and dams through their own `render/display.js`;
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the fills of the ground layers, installation outlines and the selection fill
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are `engine.ground` sets. Global Context's range pulses, an animated disc the
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contract has no primitive for yet, draw behind one seam,
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`src/layers/awareness/render/pulseDisc.js` (`render/cesiumPulses.js`, a
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material disc, on Cesium; `render/navaraPulses.js`, a surface pass that the
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layer manifest loads and passes in).
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are `engine.ground` sets. Global Context's range pulses use
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`engine.ground.createPulseField`: the same fronts, halos, inward bands,
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wake/rest timing and raised ellipsoid on every engine. Cesium retains its
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material disc; Navara's shader is owned by `src/globe/navara/ground` and
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draws after tone mapping. Bhote Koshi's event and locator share
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`src/layers/bhoteKoshi/render/story.js`, using ground polygons and corridors
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with Cesium's dashed halo and glowing core, plus point movers with animated
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outline opacity. Their authored property records remain in the story model.
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The Active Fires far-zoom heatmap is an `engine.imagery` layer, and Recent
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Imagery draws its days through `engine.imagery` from its own
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`render/display.js`. CCTV's monitor plane and viewshed volume use
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@@ -293,18 +296,13 @@ one application, and only the globe-bound parts move to the next engine.
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movers, lines and world meshes retain authored heights, polygon holes,
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images and picking across scene detach and reattach. Annotation drapes
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remain on their existing renderers pending bounded classification support.
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Navara ground effects (heat, pulses, trails, pads, drapes) are declared
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with `defineGroundEffect` (`src/layers/shared/render/navaraGroundEffect.js`);
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their insert order is pinned by `navaraGroundOrder.test.mjs`.
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- **One layer manifest.** `LAYER_MANIFEST` in `src/app/layers/renderers.js`
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says how each directory layer draws: its display with the contract
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primitives it needs (and an engine-specific backend option keyed by engine
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kind: Global Context's pulses on Navara), a layer that
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kind: wind streamlines), a layer that
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draws itself through the contract (Wildlife Sightings), or, without a
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display, its drawing per engine kind (wind, the weather rasters and the
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Bhote Koshi event and locator draw themselves on Cesium and through a
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Navara renderer on Navara; Sea Marks and Ski Pistes drape themselves on
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both). A layer is available on an engine when that engine has the
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display, its drawing per engine kind. Weather, wind imagery and Bhote Koshi
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use shared displays; Sea Marks and Ski Pistes drape themselves on both. A layer is available on an engine when that engine has the
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primitives it needs, or, without a display, when its entry lists that
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kind; today every layer shows on both. The manifest's Navara backends
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and renderers load through `import()` (`loadLayerRenderers(kind)`, awaited
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