Well, kind of. The short version is:
I project lines from the center of the screen to each pixel along the border, stepping one pixel at a time starting from the center. Whenever a “blocking” map pixel is found, I stop tracing that line. All other pixels get marked as lit.
A dot product check skips all lines outside the flashlight view, and a simple ramp function dims the light at the sides.
(This is superior to the otherwise often used technique of just raycasting a lot of rays at regular spacing away from the center since this uses the absolute minimum of rays required to cover 100% of the game screen. There still is a lot of repeated pixel checks which can be optimized away but didn’t fit in the 4k space.)