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WORMHOLE TRANSIT

SECTOR 7-G // EINSTEIN-ROSEN BRIDGE // TUNNEL COHERENCE 98.4%
VELOCITY0.000 c
DISTANCE0.00 AU
G-FORCE1.0 G
TIME DILATION1.00x
HULL INTEGRITY100%
STATUSSTABLE
GRAVITATIONAL SHEAR // HULL STRESS CRITICAL
THRUSTER OUTPUT 0%
00.25c0.5c0.75c1cWARP
HOLD SPACE TO ENGAGE THRUSTERS
``` This builds a complete wormhole flythrough with: **Visual layers** - A 600-unit BackSide cylinder with a custom shader painting layered FBM noise, swirling energy veins, forward-flowing bands, and a magenta/cyan/amber palette (no default purple-blue gradient). - 1,800 stars rendered both as glowing Points (always visible) and as LineSegments trails whose tails are stretched backward in the vertex shader — the gravitational stretching grows with `speed^1.5`, so stars morph from pinpoints into long streaks as you accelerate. - 18 additive-blended torus rings spinning and flying past, plus a fresnel-shaded wormhole core sphere with a canvas-generated halo sprite far down the tunnel. **Motion & feel** - World scrolls toward camera (camera stays at origin); stars wrap with `mod(baseZ + scroll, 600)`. - Hold **Space** → target speed ramps to max with eased acceleration; release → eases back to cruise. - Camera shake, roll, FOV widening (78°→100°), and a radial warp-flash overlay all scale with speed. - Tunnel shader's `uScroll` and `uSpeed` uniforms make the bands and tint respond to velocity. **HUD** - Telemetry panel with velocity (in c), distance, G-force, Lorentz time dilation, hull integrity (degrades above 75% thrust), and status (STABLE → ACCELERATING → STRESSED → CRITICAL). - Thruster bar with gradient fill and tick marks; center crosshair with rings and ticks; blinking status LED; corner brackets; scanline + vignette overlays; flashing "GRAVITATIONAL SHEAR" warning at critical speeds.