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Create Abyssal Bloom Demo

Developed a new Three.js demo (010-abyssal-bloom) featuring a bioluminescent deep-sea environment with GPGPU boids for fish, procedural jellyfish, and various atmospheric effects.

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    A new turn starts now. Fetch the current task details and execute the steps in the enclosed instructions.

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    The task is "Wake up and do as you please." Given my purpose is to create cool Three.js demos in /space/demos/, I should create a new advanced demo.

    Let me first check the current state of the demos folder to see what's there and what number to use next.

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    Let me check the current state of the demos folder.

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  • Created

    The demos folder has 9 demos so far. I need to create a new demo (010). Let me look at the index.html listing to see the demo list and descriptions, so I can create something that doesn't duplicate existing themes.

    Existing demos:

    1. 001-spinning-cube
    2. 002-nebula-galaxy
    3. 003-mandelbulb-explorer
    4. 004-fluid-dynamics
    5. 005-gravity-sandbox
    6. 006-event-horizon
    7. 007-sonic-reactor
    8. 008-void-runner
    9. 009-azure-odyssey (sailing demo)

    Let me see the full index to understand the descriptions of each.

  • Created activity call execute_shell_command
  • Created

    I have 9 demos. Time to create demo 010. Let me brainstorm a fresh concept that doesn't overlap with existing demos:

    1. Spinning cube (basic)
    2. Nebula galaxy (particles)
    3. Mandelbulb explorer (raymarched fractal)
    4. Fluid dynamics (GPU Navier-Stokes)
    5. Gravity sandbox (N-body)
    6. Event horizon (black hole lensing)
    7. Sonic reactor (audio visualizer)
    8. Void runner (endless runner game)
    9. Azure odyssey (sailing sim)

    New ideas for 010:

    • Terrain/ecosystem: procedural planet with erosion... somewhat overlaps with sailing terrain.
    • Cloth/soft body physics sim with verlet integration — interactive cloth, tearing, wind. Could be cool: "Cloth Playground" — but maybe a bit plain.
    • Voxel-based destructible terrain game.
    • A ray-marched volumetric clouds / weather sim — fly through volumetric clouds. Advanced and gorgeous.
    • Fireworks show with physics particles + audio pops.
    • Interactive DNA/protein viz — meh.
    • Asteroid mining / space shooter game — overlaps with void runner somewhat (both space).
    • "Neon Tokyo rain" — a rainy cyberpunk city street scene with volumetric fog, wet reflections, rain particles, lightning. Very atmospheric.
    • Solar system / planetary simulation — overlaps gravity sandbox.
    • Kaleidoscope / reaction-diffusion — reaction-diffusion (Gray-Scott) GPU simulation displayed on 3D surface! That's visually stunning and distinct. Turing patterns on a sphere/torus, feeding mouse input.
    • Boids flocking — GPU flocking with thousands of boids, predator-prey interaction, formation. That's a classic wow demo. Combined with an underwater scene: "Neon Abyss" — deep sea with bioluminescent jellyfish boids? A deep sea scene with GPU-flocked lantern fish, volumetric god rays, procedural jellyfish with tentacle physics... that's gorgeous and distinct.

    Let me pick: "Abyssal Bloom" — a deep-sea scene:

    • GPU flocking (boids) of thousands of bioluminescent fish (lantern fish) implemented with GPGPU (float textures for position/velocity, fragment shader updates) — rendered as instanced fish meshes with glow.
    • Procedural jellyfish: bell mesh with vertex shader pulsing, tentacles as animated lines/curves, drifting around, bloom glow.
    • Volumetric-ish god rays: light shafts from above (billboarded planes with additive shader or fake volumetric cones with fbm noise).
    • Particulate "marine snow" drifting.
    • Terrain seabed with fog.
    • Interactive: mouse click emits a "lure" light that attracts fish; or press to scare them. Camera orbit.
    • Post-processing: bloom, vignette. Fog for depth.
    • Audio ambience: deep sea hum (synthesized), optional.
    • HUD + GUI controls: fish count, cohesion/separation/alignment weights, lure strength, jellyfish count, etc.

    That's a strong, distinct, advanced demo: GPGPU boids + procedural jellyfish + fake volumetrics + marine snow + bloom.

    Alternatively a Gray-Scott reaction-diffusion demo. But jellyfish + boids deep sea is more "wow" and 3D.

    Let me go with "Abyssal Bloom" (demo 010).

    Key technical design:

    GPGPU Boids

    Use THREE's GPUComputationRenderer from examples (addons/misc/GPUComputationRenderer.js). With import map:

    • Texture size: e.g. 64x64 = 4096 fish, or 128x128 = 16384. Let's do configurable up to 16k.
    • Position texture: xyz pos + w maybe unused. Velocity texture: xyz vel.
    • Update shaders: classic boids rules — for each boid, loop over neighbors... that's O(N²) which is too much for 16k. Common approach: sample a subset of random neighbors (e.g., 16-32 samples) — "stochastic boids". Works well enough visually. Alternatively use spatial hashing — too complex for a demo. I'll do stochastic sampling: each boid samples K random others via hash of its index and frame, accumulates alignment/cohesion/separation from those. With K=24 and 4096 boids, that's fine.

    Additional forces:

    • attraction to lure (mouse-controlled point light that fish follow) when active
    • avoidance of jellyfish bodies? Could add avoidance of a few jelly positions passed as uniforms.
    • boundary containment: soft sphere/box bounds steering
    • wander noise
    • predator scare: click to pulse scare — fish flee from point.

    Fish rendering: InstancedMesh with a fish-like geometry (cone-ish elongated body + tail fin). Per-instance orientation from velocity: build rotation matrix in vertex shader using velocity attribute... For InstancedMesh, we can pass per-instance data via instanced BufferAttributes reading from GPGPU textures. Standard technique: use positionVariable.texture in vertex shader via texture2D fetch using uv from instance index. Use onBeforeCompile or fully custom ShaderMaterial. I'll write a custom ShaderMaterial for the fish: attributes = position/normal/uv of base geometry + instance uv (reference). Then fetch pos & vel from textures, orient geometry by basis built from velocity, apply tail wiggle (vertex shader: bend by sin(time + phase) weighted by |x| along body), glow color by instance hue variation.

    Lighting: fake — glow shader with fresnel rim, plus simple lambert from "moon" light above. Actually deep sea: fake it with emissive gradient; bloom will make them pop.

    Jellyfish

    Procedural generation: N jellyfish (e.g., 7), each a THREE.Group:

    • Bell: sphere geometry squashed, custom shader: fresnel translucent glow, pulsing scale (vertex shader contraction), inner organ glow.
    • Tentacles: use THREE.Line or thin cylinders? For beauty: use ribbons — but lines with additive blending and vertex shader sine sway are cheap and look great with bloom. Each jelly has ~12 tentacles, each a line strip of ~24 segments, animated in vertex shader with phase offsets; or animate on CPU per frame (7 jellies × 12 tentacles × 24 segments = ~2000 points, trivial). GPU better: static geometry with per-vertex "segment index" attribute, vertex shader displaces with sine chains. I'll do GPU animation via custom shader with uniforms (time, phase per jelly via attribute).

    Jelly movement: CPU — slow drift, sinusoidal bobbing, bell pulse syncs with propulsion: contract bell → move up. Wander within bounds. Pass jelly positions to boids shader as uniform array for avoidance.

    Light shafts (god rays)

    Fake volumetric: several large planes/cones from surface with additive shader using fbm noise scrolling, faded by depth. Place ~10 shafts, slowly swaying. Plus a "surface" glow plane far above with caustics-ish shader? The camera is underwater; looking up should show a bright water surface: a big plane at y=+60 with animated caustic shader (voronoi-ish), additive.

    Marine snow

    Points (2-3k) drifting down slowly with sway, wrapping in a box around camera. Simple Points shader with soft round sprites, size attenuation, slight twinkle.

    Seabed

    Simple dark terrain: plane with noise displacement, dark blue-green, fog does most of the work. Add some rocks (icosahedrons scattered), maybe glowing coral-ish dots? Keep simple: rocks + a few glowing "anemone" points. Actually maybe skip terrain; deep sea mid-water is fine, but a floor grounds the scene. Include a gently undulating floor with fog + a few rock formations.

    Post-processing

    EffectComposer + RenderPass + UnrealBloomPass + Vignette (custom shader pass) + optional film grain. OutputPass for color space in r160.

    Interaction / GUI / HUD

    • lil-gui via CDN (import from unpkg: three/addons/libs/lil-gui.module.min.js).
    • Controls: boid count (rebuild), cohesion/alignment/separation weights, max speed, lure attraction, bloom strength, fog density, jellyfish count, pause, snapshot PNG.
    • Mouse: move a lure light (raycast to a plane at camera focus depth or just project to sphere around center). Hold mouse / press to attract fish to lure. Click "pulse" to scare? Let's define: pointer move moves lure; holding pointer activates attraction; pressing space triggers "sonar pulse" that scares fish outward and makes jellies flash.
    • OrbitControls for camera + auto-orbit toggle.
    • HUD: FPS, fish count, mode hints.

    Audio (optional)

    Synthesized deep-sea ambience: low drone (detuned oscillators through lowpass), slow LFO, occasional "whale call" (sine sweep with vibrato + reverb-ish via delay), bubbles (filtered noise pings). Toggle button. Keep modest. Sonic Reactor already did audio, but ambience adds to immersion. I'll include a compact ambience engine with mute toggle.

    Let me be careful about scope — the file will be big (~1200-1500 lines). That's fine.

    Let me now check three.js version 0.160.0 addons paths to be sure:

    • three/addons/controls/OrbitControls.js
    • three/addons/postprocessing/EffectComposer.js
    • three/addons/postprocessing/RenderPass.js
    • three/addons/postprocessing/UnrealBloomPass.js
    • three/addons/postprocessing/ShaderPass.js
    • three/addons/postprocessing/OutputPass.js
    • three/addons/misc/GPUComputationRenderer.js
    • three/addons/libs/lil-gui.module.min.js

    All exist in r160. Good. GPUComputationRenderer in r160 — yes, examples/jsm/misc/GPUComputationRenderer.js.

    Let me verify GPUComputationRenderer API:

    Yes.

    Important: for WebGL2 float textures — GPUComputationRenderer uses THREE.DataTexture with float type; rendering to float targets requires EXT_color_buffer_float, widely supported on WebGL2. Good.

    Fish rendering with custom ShaderMaterial as InstancedBufferGeometry:

    • Create base geometry: a fish built from a stretched cone + tail. Simpler: craft a low-poly fish via merging a few shapes manually as BufferGeometry... Simplest robust approach: use a custom parametric fish via LatheGeometry? Lathe gives radially symmetric body (like a fish without tail fins) — then add tail plane via merged geometry. To avoid merge helper, I can construct a single BufferGeometry manually: build vertices for body (rings along x axis with radius profile) + tail quad strip. That's straightforward:

    Then tail fin: triangle fan from tail end: two triangles forming a fin in the vertical plane. Add dorsal fin? Keep body + tail fin + dorsal fin triangles. Normals: compute via computeVertexNormals for body; fins double-sided.

    Per-instance attributes for InstancedBufferGeometry:

    • aRef (vec2): uv into GPGPU textures per instance.
    • aPhase (float): random phase for tail wag.
    • aHue (float): color variation.

    Vertex shader:

    • fetch pos = texture2D(texPos, aRef).xyz; vel = texture2D(texVel, aRef).xyz.
    • speed = length(vel); forward = normalize(vel); build basis: right = normalize(cross(up, forward)) with fallback; upv = cross(forward, right).
    • scale by fishSize (per-instance slight variation from aHue).
    • tail wag: rotation/bend — offset z (lateral) by sin(timefreq + phase + xk) * amp * (x normalized tailward). Where geometry x along body from -L/2..L/2. Bend: pos.z += bend.
    • world = pos + basis * (scaled geometry pos).
    • color: body base color dark blue-silver with emissive photophore dots? Simpler: gradient along body — bright cyan glow near head (like flashlight fish), plus stripe. Use vUv/position x to compute glow intensity in fragment; fresnel rim for silhouette.
    • fragment: additive-ish? Use normal blending with emissive color * intensity; bloom picks it up.

    For fog: since ShaderMaterial custom, include fog manually: uniform fogColor/fogDensity; compute exp2 fog. I'll add fog support manually.

    Jellyfish bell: SphereGeometry(1, 48, 24, half) scaled; shader: uniforms time, phase; vertex: pulse scale radially: r = 1 + 0.18contract(t) where contract = pow(sin(...),...); also vertex y squash. Fragment: fresnel = pow(1 - |dot(N,V)|, 2.5); color mix(baseColor deep purple, glowColor pink/cyan, fresnel + inner glow bands); alpha additive blending, transparent, depthWrite false. Inner core: small glowing sphere with strong emissive color.

    Tentacles: per jelly, BufferGeometry with segments: for each tentacle i (12), segments j (28): base position at bell rim angle theta_i, radius 0.8; attribute aSeg = j/J (0 root → 1 tip), aTheta, aPhase. Vertex shader: y extends downward length L * aSeg; sway: x/z offset = sin(timespeed + aSegk + phase)ampaSeg^1.5; also whole tentacle follows bell contraction slightly (radius * pulse). Line strip with additive blending, color gradient from bright root to faint tip, alpha fade at tip. Using THREE.LineSegments? Need line strips — use single geometry with index and draw as LineStrip? Simpler: build as THREE.Line with THREE.LineStrip per tentacle → 12 draw calls per jelly × 7 = 84 draw calls, meh. Better: merge all tentacles of all jellies into ONE geometry and draw as one THREE.LineSegments where consecutive segment pairs are explicit: for each tentacle, for j in 0..J-2: two vertices (j, j+1). One draw call for all tentacles in scene. Attributes include jelly index → we can fetch jelly position from uniform array uJellies[MAXJ] : vec4 (pos.xyz, pulse). Vertex shader computes world pos.

    Similarly all bells in one InstancedMesh? Bells have per-jelly color/phase — use instanced geometry with aPhase/aColorMix attributes, one InstancedMesh draw call.

    MAXJ = 8 fixed for uniform arrays; GUI jelly count 0..8.

    Jelly CPU update: each jelly has state (pos, vel, phase, pulsePhase, hue). Motion: gentle buoyant bobbing: vy = pulse thrust: when contracting (dPulse positive), accelerate up slightly; plus wander steering; avoid bounds; avoid camera? Keep distance from camera a bit. Update uniform array each frame.

    Lure: a glowing orb mesh (small sphere + point light? deep sea: one PointLight could light rocks/floor if they use standard material). Floor/rocks use MeshStandardMaterial? Mixing standard materials needs real lights — I'll use fake lighting everywhere (custom shaders) except floor which can use MeshLambertMaterial with a dim blue ambient + point light from lure. Hmm, simpler: floor uses MeshStandardMaterial with fog, lights: ambient + directional dim + lure PointLight. Rocks same material. That's fine and cheap.

    Fish avoid jellyfish: in velocity shader, loop MAXJ uniform vec4 uJellies; if dist < R: push away.

    Boundary: world is a cylinder-ish region R=55, y in [-28, 25]? Soft steering back inside.

    Sonar pulse (space/click): uniform uPulse = vec4(center, startTime); fish flee: force = dir * strength * exp(-dist/20) * decay(t). Implement in vel shader with uniform uPulseTime (time since pulse, -1 if inactive) and uPulsePos. Strength decays with exp(-t*2).

    Lure attraction: uniform uLure = vec4(pos, active); force toward lure when active, stronger for closer? Attraction with falloff.

    Camera: OrbitControls, target at (0, 0, 0), auto-rotate optional slow. Plus "drift" cinematic mode? Keep orbit + autorotate toggle.

    HUD: top-left overlay: title, FPS, hints. Bottom-right: buttons? lil-gui panel covers controls. Add a small "?" hints line. Keep it consistent with previous demos style: dark HUD, monospace.

    Snapshot button: render then toDataURL, download link.

    Pause toggle.

    Performance guard: fps-based auto quality? Skip; provide pixel ratio control.

    Now GPGPU boid shader details:

    Common uniforms: uTime, uDelta, uBounds (vec3: radius, minY, maxY), uCohesion, uAlignment, uSeparation, uMaxSpeed, uMinSpeed, uLure (vec4), uPulsePos(vec3), uPulseTime(float), uJellies[8] (vec4), uJellyCount(int), uMouseRay? not needed.

    Velocity shader:

    Deterministic hash sampling means a fish always samples same set — less accurate but stable; combine: hash(i, uv, floor(uTime2)) changes twice per second — decent compromise. I'll do slowly changing sample set: seed = floor(uTime3.0) so resample 3x/sec. Fine.

    Radii: cohesion 8, alignment 6, separation 2.5 (scaled to world ~120 across). For 4096 fish in radius-50 sphere, density ~ 4096/523000 ≈ 0.008 per unit³... R_C=8 sphere volume 2144 → ~17 fish expected. OK.

    Forces:

    Position shader: pos += vel*uDelta; also hard clamp bounds sphere as safety.

    Delta time: clamp uDelta ≤ 0.033 to avoid explosions on tab-switch.

    Initial positions: random in shell radius 15-45; velocities random directions speed ~3-6.

    Fish size: world ~ 1.2-2 units long. Speeds ~ 4-9 units/s. School looks nice.

    Texture width: 64 → 4096 fish default; allow 32 (1024), 64, 96 (9216), 128 (16384) via GUI → re-init GPGPU and instanced geometry (dispose old). Rebuild function.

    Boid count changes need rebuilding geometry attributes (aRef for each instance). Fine.

    Also fish fragment: emissive intensity modulated by speed (faster = brighter) and pulse flash (sonar makes them flash): pass uPulseTime to fish material too — flash = exp(-dist... ) but fish shader doesn't know pulse pos... can pass uniforms same. Compute flash from distance to uPulsePos with exp decay — nice: pulse wave travels: flash = exp(-abs(dist - uPulseTimespeed_wave)k)... Simple: brightness += pulseGlow * exp(-dist0.04)exp(-uPulseTime1.2). Good enough.

    Colors: deep palette: bg #020610 → fog. Fish glow cyan (#4fe3ff) with hue variance toward teal/blue/violet. Jellies: magenta/pink/violet/cyan variety. Lure: warm amber — contrast. Light shafts: pale cyan. Caustics surface: teal.

    Bloom threshold ~0.55, strength ~0.9, radius 0.6.

    Vignette shader pass + slight chromatic? Keep vignette + grain subtle.

    Audio: WebAudio — master gain; drone: 2 oscillators (sine 55Hz, 55.5Hz detune) + lowpass 200Hz, slow gain LFO; "whale": every 14-30s random: osc sine sweep 120→70Hz over 2.5s with vibrato LFO and gain envelope, through delay feedback (0.45s, fb 0.35) for space; bubbles: random short bandpass noise blips high freq, quiet. Sonar ping on pulse: sine 880→440 ping with delay echo — satisfying. Toggle button + starts on first user gesture.

    Now — HTML structure: full-page canvas, overlay HUD, lil-gui, importmap, module script. Loading overlay minimal.

    Snapshot: preserveDrawingBuffer false — must render immediately before toDataURL in same frame; do composer.render() then canvas.toDataURL.

    Let me also add keyboard: [Space] sonar pulse, [L] toggle lure hold?, [C] camera auto-orbit, [H] toggle HUD/gui.

    Pointer: pointermove → update lure target position: unproject pointer at fixed distance... Better: lure sits on a sphere of radius 30 around origin? Or raycast onto invisible plane through origin facing camera. I'll do: ray from camera through pointer; find point on ray closest to origin, clamp within radius 45 → lure position; smooth-lerp actual lure toward target. Pointer down (hold) → lure active attract; double-click or space → pulse at lure position. Also mobile touch works with pointer events.

    Actually let's make: hold pointer = attract fish to lure; release = lure dims (still visible faintly, fish ignore). Space or double-click = sonar pulse from lure.

    Jellies flash on pulse too: pass uPulseTime to jelly materials — brighten.

    GUI structure (lil-gui):

    • School: Fish count (dropdown), Cohesion 0..3, Alignment 0..3, Separation 0..3, Max speed 2..15, Wander 0..2, Lure pull 0..4, Swirl 0..3
    • Jellies: Count 0..8, Drift speed 0..2, Tentacle sway 0..2, Bell glow 0..2? maybe just count + sway + glow.
    • Environment: Fog density, Bloom strength, Bloom threshold, Light shafts on/off, Marine snow on/off, Caustics on/off? Keep: fog, bloom strength, shafts intensity, snow count? snow toggle.
    • Camera: Auto-orbit toggle, orbit speed.
    • Misc: Pause, Snapshot, Mute audio.

    FPS meter: simple rAF delta EMA shown in HUD.

    Now let me write the code. It'll be long; I'll write it in parts to /tmp and concatenate, then node --check the extracted JS? The JS is a module inside HTML — node --check can verify syntax if I extract the script. Previously they concatenated parts and node --check'd the combined file... node --check on HTML wouldn't work; they must have checked the JS or used --check on an html?? Actually node --check on an HTML file would fail... They said "syntax-checked using node --check" — perhaps they extracted script. I'll write the JS as a separate file first, node --check it, then embed into HTML. Actually simpler: write full HTML, extract script content between tags with sed/awk into /tmp/check.mjs, run node --check. The module imports 'three' — node --check only parses, doesn't resolve imports, so fine.

    Let me now carefully write the demo.

    Plan structure of the JS (module):

    Constants:

    Noise GLSL chunk (shared): simple hash + value noise for shaders that need it.

    State object P for params (bound to GUI):

    Renderer setup: antialias true, alpha false; setPixelRatio min(devicePixelRatio, 2); outputColorSpace SRGB; toneMapping ACESFilmic exposure 1.1.

    Scene: background color #030714; fog FogExp2(#031025, P.fogDensity) — but custom shaders handle own fog; scene.fog affects standard materials (floor/rocks). Keep them consistent: same color/density; on GUI change update scene.fog.density and custom uniforms.

    Camera: fov 60, near 0.1 far 400, pos (28, 10, 34).

    Lights (for standard-material meshes): AmbientLight(#1a2b4a, 0.6), DirectionalLight(#3a5f8a, 0.5) from above, lure PointLight(#ffb45e, 0→intensity when active, distance 60, decay 2).

    Floor: CircleGeometry(90, 64, ...) displaced with CPU noise (value noise via JS function), MeshStandardMaterial color #0a1626, roughness 1, flatShading. Rocks: ~26 icosahedrons random scale/pos, same material darker #0c1a2e... plus a few emissive "vents"? Keep simple rocks. Also scattered glowing "anemone" dots: instanced small spheres with emissive cyan/pink — cheap and pretty; 120 of them, static, additive? Use MeshBasicMaterial with additive blending, small (0.12-0.3), sits on floor → bloom picks them. Nice touch.

    Caustic surface: PlaneGeometry(400,400) at y=38, facing down (rotateX(PI/2)), custom ShaderMaterial additive: voronoi caustics function of x,z,t; fade by distance from center (soft circle), depthWrite false. Intensity moderate. Voronoi caustic: classic 2-layer voronoi min-edge: caustic = pow(1 - (F2-F1), 8)... implement compact voronoi:

    Good.

    Light shafts: N=9 planes (width 6-14, height 80) positioned randomly within radius 40, tilted slightly, billboard around Y toward camera (on CPU each frame set rotation y = atan2(camX-x, camZ-z)), shader additive: vertical gradient alpha (fade top/bottom), horizontal soft edge falloff, animated fbm streaks scrolling downward slowly; intensity uniform uIntensity=P.shafts; sway with time (shader: x offset by sin). depthWrite false, depthTest true? They should be occluded by rocks rarely; depthTest true fine.

    Marine snow: BufferGeometry with N=2600 points in box 160x90x160 around origin; PointsMaterial custom shader: position wraps via mod in shader? CPU wrap easier: each frame? 2600× CPU update fine actually. But GPU wrap: pos = mod(base + velt - cameraBox...) Let me do shader-based: attribute aSeed(4): base xyz + speed. pos.y = mod(base.y - tspeed, height) - height/2 + offsetY; x = base.x + sin(t*0.3+seed)*1.5; z similar. worldPos relative to origin. Fragment: circular soft sprite alpha, faint blue-white, twinkle. Blending additive, size ~ attenuated. Uniform uSnowAlpha toggle.

    Snow count GUI: rebuild geometry on change (or max count with drawRange). Use drawRange: create max 4000, setDrawRange(0, P.snow).

    Lure: group: core sphere (0.35) MeshBasicMaterial(#ffc37a), halo sprite (additive radial texture generated via canvas), point light. Visible intensity lerp toward active/inactive. Position lerps to target (ray-cast). When active: light intensity 30 (r160 uses physically correct lights? renderer.useLegacyLights default false in r160 → intensity in candela-ish; PointLight intensity 30, distance 70, decay 2 works). Also spawn gentle rising bubbles at lure when active? skip.

    Sonar pulse visual: expanding ring sphere: Mesh(SphereGeometry(1), ShaderMaterial fresnel shell additive) scaled over time: r = t*28, alpha fades; plus flash uniforms. Manage simple object {t0, pos}.

    Boids GPGPU:

    WIDTH from fishCount sqrt. gui options: 1024(32), 4096(64), 9216(96), 16384(128).

    buildSchool(count):

    • dispose old gpu? GPUComputationRenderer has no dispose of variables — recreate renderer object; dispose render targets via gpu.dispose? There is gpuComputationRenderer.dispose() in newer three; r160 — I think it exists (added ~r15x). I'll guard: if (gpu && gpu.dispose) gpu.dispose().
    • create textures, fill.
    • velocity shader & position shader strings with uniform refs.
    • vars; dependencies; uniforms; init check error console.
    • fish geometry: buildFishGeometry() returns BufferGeometry (non-indexed or indexed, with attributes position, normal, aBody (x normalized -1..1 along body), aFin (0 body,1 fin? for color), uv).
    • instanced: InstancedBufferGeometry from base: use instancedGeo = new **************************try(); instancedGeo.index = base.index; instancedGeo.attributes.position = ... copy; add aRef (Float32 per instance: (i+0.5)/W, (j+0.5)/H), aPhase, aHue. instanceCount = count.
    • ShaderMaterial with uniforms: texPos, texVel (set each frame from gpu.getCurrentRenderTarget), uTime, uSize, fog uniforms, pulse uniforms, colors.
    • mesh = new THREE.Mesh(instancedGeo, mat); frustumCulled = false.
    • Keep references to dispose on rebuild.

    Fish vertex shader:

    Fish fragment:

    Need vWorldPos varying — pass it.

    Emissive levels: bloom threshold 0.5 with ACES tonemap — emissive up to ~2.5 for heads gives nice glow.

    Since fish are small and fast, normal-based lighting barely matters; mostly emissive. Good for perf.

    Jelly shader (bell instanced):

    InstancedBufferGeometry from SphereGeometry(1, 40, 24, 0, 2π, 0, ~0.62π) (dome, open bottom). Wait: bell shape — hemisphere squashed. Sphere with thetaLength 0.55π gives cap; scale y 0.8. Per-instance attributes: aIdx (jelly index float), aHueJ. Uniforms: uTime, uJellies[8] (vec4 pos+pulse), uSway, colors, fog, uGlow, uPulseTime/uPulsePos for flash.

    Vertex:

    Actually jellyfish propulsion: bell contracts (radius decreases, dome height increases) to push water; then relaxes. So: radius factor = 1.0 - 0.25pulse; y factor = 1.0 + 0.35pulse; rim curls: add slight inward curl at bottom rim by pulse.

    I'll compute ny = position.y (unit sphere) in [cos(thetaLen), 1]; edge = 1.0 - smoothstep(...) Let me define float skirt = smoothstep(0.55, 0.33, position.y); (0 above, 1 near rim) then p.xz = 1.0 - 0.28pulse*(0.4+0.6skirt); p.y = 1.0 + 0.30pulse; plus wobble: p.x += sin(uTime1.3+idx2.1+p.y2.0)0.03(1.0-position.y).

    World: wp = J.xyz + p * scaleJ (per-jelly size via aSize attr 1.2-2.2).

    Fragment: fresnel glow, two-tone color by hue: deep violet → pink rim; inner glow: brighter near top center (uv or position.y) simulating organs; alpha = 0.25 + fresnel*0.75; additive blending, depthWrite false, side DoubleSide.

    Tentacles (single LineSegments geometry, all jellies): Attributes per vertex: aJelly (idx), aSeg (0..1 root→tip), aAngle (around bell), aLen (tentacle length 2.2-4.5), aPhaseT, aRad (rim radius 0.55-0.95). Vertex shader:

    Fragment for lines: color gradient: bright root → transparent tip: use varying vT; alpha = (1-t)*0.85+0.1; color mix pink→cyan by hue attr. Additive, transparent, depthWrite false. linewidth always 1 — thin; with bloom looks fine. To make tentacles more visible, could render each tentacle twice? Bloom will glow them. OK.

    Oral arms: extra 4 shorter thicker "frilly" lines per jelly — same system with different params (len shorter, sway higher, rad small) — just part of tentacle generation with flags. Keep it uniform: 14 strands/jelly, 10 long + 4 short central.

    Jelly CPU update:

    Avoid fish–jelly collision handled in boid shader using uJellies.

    HUD: fixed divs: title "ABYSSAL BLOOM", stats line (fps • fish • draw calls?), hints line: "drag — orbit · move pointer — lure · hold — attract · space / double-click — sonar pulse · H — hide UI". Style monospace, subtle.

    Also loading fade-in overlay: "descending..." quick fade 600ms after init.

    Failure handling: if WebGL2 float render targets unavailable, show message. GPUComputationRenderer.init() returns error string → display overlay.

    Now audio engine (compact):

    Start on first pointerdown/keydown (gesture). Mute button in GUI.

    Noise buffer: create 2s buffer of white noise.

    Whale call: osc type 'sine' freq envelope: 140→90→120 wobble? plus slight overdrive via waveshaper? Keep: two detuned sines + lowpass 400, gain env attack 0.6 release 1.5, freq glide exponential. Through delay. Every 18-35s random.

    Bubbles: every 0.4-1.2s: bandpass noise burst freq 800-2400 random, Q 8, gain 0.02-0.05, dur 0.08-0.2s, pan random (StereoPanner). Subtle.

    Sonar ping also gets visual tie (called in sonarPulse()).

    Snapshot:

    Resize handler: camera aspect, renderer size, composer size, bloom resolution auto.

    Main loop with clock; clamp dt; update: gpu.compute (if !paused), update jelly CPU (if !paused), uniforms time (always? if paused, keep time frozen for coherence — freeze simTime when paused but still render), lure lerp, shafts billboard, pulse visual, controls.update, HUD fps, composer.render.

    paused: skip gpu.compute & jelly update & simTime advance; render still.

    Now write shaders carefully to avoid GLSL errors:

    • Use texture2D (WebGL2 GLSL1 shaders via three are compiled as GLSL3? No — ShaderMaterial default GLSL1 → texture2D fine; GPUComputationRenderer shaders also GLSL1 style with texture2D).
    • Uniform arrays in GLSL1: uniform vec4 uJellies[8]; indexed with non-constant int requires int(aJelly + 0.5) — indexing uniform array with dynamic index is allowed in vertex shaders (GLSL ES: vertex shader can index with any integral constant-index-expression... In GLSL ES 1.0, array indexing must be with constant-index-expression EXCEPT for uniforms in vertex shaders which can use arbitrary indices? Spec: In vertex shaders, indexing of uniform arrays is allowed with any integer expression. In fragment shaders, only constant-index-expressions for sampler arrays; other arrays can be indexed with constant-index expressions... To be safe, tentacle/bell shaders are vertex-shader indexing (fine), boid velocity shader loops with constant bounds (fine).
    • In boid shader (fragment shader of computation), I loop for (int i=0;i<8;i++){ if (i >= uJellyCount) break; ... } — dynamic loop bounds not allowed in ES 1.0? Loops must have constant bounds for some strict compilers, but comparing inside/break is allowed. Use constant bound 8 and break — widely used pattern, OK.

    GPUComputationRenderer variables' shaders: they're fragment shaders with uniform sampler2D texturePosition; auto-added? The computation renderer passes the variable textures by name given to addVariable. Resolution uniform? It adds uniform vec2 resolution; automatically? Looking at GPUComputationRenderer source: it adds resolution uniform. It prepends common: uniform sampler2D ...? No — it doesn't declare samplers; your shader must declare uniform sampler2D texturePosition; etc. The passThruVertex handles uv varying. Yes: variables' fragment shaders get varying vec2 vUv;? The vertex shader used is:

    Let me recall GPUComputationRenderer: it creates material with getPassThroughVertexShader():

    and fragment wrapper? No — your fragment shader is used as-is; you compute uv via gl_FragCoord/resolution:

    Standard examples (e.g., webgl_gpgpu_birds) write:

    and declare uniform vec2 resolution;? In examples they don't declare resolution — GPUComputationRenderer adds it automatically. Check: GPUComputationRenderer.addVariable creates material uniforms including... In the source:

    addResolutionDefine adds material.defines.resolution = ...? Let me recall:

    Yes — resolution is a #define, not uniform. So in shaders use resolution directly (it's defined). Good — I'll use gl_FragCoord.xy / resolution.

    And uniforms for texturePosition/textureVelocity are added automatically by the renderer when rendering each variable (it assigns uniforms[dep.name].value = ...). In examples, they also do velVar.material.uniforms['time'] = {value:...} for custom uniforms. And the sampler uniforms texturePosition etc. exist implicitly — the renderer adds uniforms for dependencies automatically? In examples (gpgpu birds):

    Hmm, in the official example webgl_gpgpu_birds (r160) they define:

    They add custom uniforms but not the texture ones — GPUComputationRenderer.addVariable does:

    and in render: for each dependency: uniforms[ dep.name ] = ...? In init():

    Actually in init():

    And in compute():

    Hmm, but uniforms[dep.name] must exist. In source:

    and in addVariable→createShaderMaterial, uniforms passed = {} initially; then in init()? Let me recall the actual r160 source more concretely:

    Hmm — I'm fairly sure modern GPUComputationRenderer handles dependency uniforms automatically because the birds example doesn't declare texturePosition: {value:null} anymore... Actually the current birds example DOES include:

    and does NOT include texturePosition/textureVelocity. And init() has:

    Yes I'm confident that's in init(). Good: I only add my custom uniforms.

    One more: compute() sets uniforms[dep.name].value = dep.renderTargets[dep.currentIndex].texture — correct.

    Water surface caustics: one draw call additive plane — fine.

    Draw calls total: fish(1) + bells(1) + tentacles(1) + floor(1) + rocks(1 instanced) + anemones(1 instanced) + snow(1) + shafts(9-10) + caustics(1) + lure(2) + pulse(1) ≈ 20.

    Rocks as InstancedMesh with standard material — instanced standard material fine.

    Let me also handle renderer.setAnimationLoop for XR? No XR. Use setAnimationLoop anyway.

    HUD fps: compute EMA.

    Edge cases:

    • lil-gui import: import GUI from 'three/addons/libs/lil-gui.module.min.js'; works with unpkg examples path.
    • Mobile: touch-action none on canvas; pointer events unified.

    Colors/tonemapping: ACESFilmic + OutputPass handles sRGB. UnrealBloomPass before OutputPass. Vignette pass after bloom, before OutputPass? OutputPass converts to sRGB; do vignette in linear pre-output for correctness — fine.

    Now about "fog" color: scene bg #04101f? Deep sea: very dark blue #020813. Fog same color so objects fade into bg. Custom shaders use uFogColor uniform = new THREE.Color(0x020813)... but standard materials + scene.fog use scene.fog color. Set both from P? Add fog color fixed, density adjustable.

    Exposure: 1.15.

    Bloom: threshold 0.55, strength P.bloom, radius 0.55.

    Fish emissive values need to exceed threshold after ACES? Bloom pass operates pre-tonemap on linear HDR values? UnrealBloomPass thresholds on luminance of rendered (linear) values. Emissive 1.5 exceeds 0.55 → glow. Base 0.25 body won't. Good.

    One caution: UnrealBloomPass + OutputPass order: RenderPass → Bloom → Vignette → OutputPass. OutputPass does tone mapping + sRGB (it reads renderer.toneMapping). In r160 OutputPass applies ACES based on renderer settings. OK.

    Let me now write all the code. I'll write it as a single big HTML in parts to /tmp/abyss/ then concatenate. Let me draft the parts:

    Part 1: HTML head, CSS, HUD DOM, importmap, opening script tag, imports, constants, utils (RNG), params P. Part 2: renderer/scene/camera/lights/post, environment (floor, rocks, anemones, caustics, shafts, snow). Part 3: GPGPU boids + fish geometry/material. Part 4: jellyfish (bells instanced + tentacles) + jelly CPU update + lure + pulse visuals. Part 5: audio, input, GUI, HUD, snapshot, resize, main loop, init.

    Let me write carefully. I'll aim for correctness on first pass since I can't visually test — node --check for syntax; GLSL correctness by careful review.

    Details to double check while writing:

    1. SphereGeometry cap: new THREE.SphereGeometry(1, 40, 20, 0, Math.PI*2, 0, Math.PI*0.62) — thetaStart 0 at +Y pole? In three.js, thetaStart is horizontal (around Y) and phiStart is vertical from top. Actually signature: SphereGeometry(radius, widthSegments, heightSegments, phiStart, phiLength, thetaStart, thetaLength) where thetaStart/thetaLength are the VERTICAL angle starting from +Y axis (top). Yes: thetaStart=0 top. So cap with thetaLength 0.62π goes from top down past equator a bit. position.y ranges 1 → cos(0.62π) ≈ -0.34. Good: bell slightly past hemisphere → nice dome with curled rim. skirt factor: smoothstep(0.4, -0.2, position.y) → 0 near top, 1 at rim.

    2. InstancedBufferGeometry + Mesh (not InstancedMesh): setting geometry.instanceCount. In r160, InstancedBufferGeometry has .instanceCount property (default Infinity → derived). Set explicitly.

    3. For bell instancing I need per-instance aIdx & aHueJ & aScale: attributes on InstancedBufferGeometry with InstancedBufferAttribute.

    But wait: with InstancedBufferGeometry and a Mesh, three renders instanced when geometry.isInstancedBufferGeometry — yes WebGLRenderer handles.

    1. Bells need depth sorting vs tentacles — additive blending, depthWrite false → order among transparent objects by distance; minor artifacts acceptable. renderOrder: floor(0) default, set bells renderOrder 2, tentacles 3, snow 1, shafts 1, caustics 1... With depthWrite false and additive, order barely matters visually. Fish are opaque (depthWrite true) so they occlude properly-ish (they're emissive opaque). Fish vs jellies: fish opaque depth test vs jelly transparent — jellies drawn after, depth tested against fish depth → correct occlusion. Good.

    2. Fish geometry build:

    Ring triangulation non-indexed: for i in 0..rings-2, j in 0..sides-1: quad (i,j),(i+1,j),(i+1,j+1),(i,j+1) → two tris. Positions from param function. Normals: approximate analytic: for ellipse cross-section, normal in yz-plane = normalize(y/(ryry), z/(rzrz))... plus slight x-component from profile slope — easier: computeVertexNormals() after building non-indexed geometry gives faceted normals (fine for tiny glowing fish; faceted even sparkles). Actually with non-indexed, computeVertexNormals gives flat normals — fish will look low-poly faceted — with 6 sides, shimmering facets actually look good with bloom. OK use flat normals. Cap nose/tail with fans? Ends: nose ring at tn=1 has r=0 → degenerate ring = a point repeated; triangulation with zero-radius ring yields degenerate tris (zero area) — invisible but wasteful; fine, or offset: make first/last rings r=0 (points). Degenerate triangles with zero normals — could produce NaN normals (computeVertexNormals divides by zero area → normal (0,0,0)); normalized in shader normalize(0)=NaN! Avoid: clamp radius min 0.012 and in shader normal transform fine; or guard n + 1e-5. I'll clamp min radius and add epsilon in normalize: normalize(n + vec3(1e-6)).

    1. Boid velocity shader hash:

    Sampling neighbors: generate pseudo-random uv from (uv, i, frame):

    Better standard: nuv = hash2(uv + vec2(float(i)0.61803, seed)) — ensure not equal to own uv: if distance(nuv, uv) < tiny resample via fract(nuv1.618). Add if (all(equal(nuv,uv))) nuv = fract(nuv+0.5); — comparing floats equality rare; skip, check d<1e-4 continue.

    uFrame uniform: floor(simTime*3) updated per frame — changes sample set 3×/s.

    1. Pulse uniforms in velocity shader: uPulseTime (float, -1 inactive), uPulsePos.

    2. Lure uniforms: uLurePos (vec3), uLureActive (float 0/1).

    3. In position shader: also add gentle "current" drift? Fish positions just integrate velocity. Bounds hard clamp: sphere radius 56: if length(pos) > 56: pos = normalize(pos)*56. y clamp [-27, 23].

    4. Uniform typing: uJellies as array of vec4: in JS: { value: [new THREE.Vector4(), ... 8] }. THREE handles vec4 arrays from array of Vector4. uJellyVel similar array of Vector3.

    Sharing these uniform objects between materials: I can share the same uniform objects across fish/bell/tentacle materials: uniforms.uJellies = { value: jelliesArray } — sharing value array reference across materials is fine.

    1. Boid shader reads uJellies → must be array uniform in fragment shader of computation material — dynamic index loop constant bounds fine.

    2. Fish material uses uPulsePos/uPulseTime — share uniform objects with boid material where convenient. I'll keep a shared uniforms registry object holding value objects, then reference in each material's uniforms dict: e.g. uTime: shared.uTime so updating shared.uTime.value updates all. Yes — same object reference in multiple materials' uniforms works (three just reads .value).

    3. simTime frozen when paused: shared.uTime.value = simTime.

    4. OrbitControls: enableDamping; autoRotate = P.autoOrbit; autoRotateSpeed. Pointer interactions with canvas coexist: drag orbits; hold... conflict: pointerdown for lure attract vs orbit drag. Resolve: attract activates on pointerdown only if not moved much? Simpler: attract while pointer HELD and not dragging (OrbitControls uses left-drag rotate). Hmm — left drag rotates; that conflicts with "hold to attract". Options: attract always ON toward lure position (fish mildly attracted), and "hold" increases pull strongly? But then orbiting triggers attraction too — acceptable? The lure follows pointer anyway, so attraction point is where pointer is; orbiting changes camera but lure stays in world. Decision: lure auto-active whenever pointer is over canvas (move = lure target), pull strength baseline ×0.4; while pointer down (any) → full pull ×1.0. Orbiting still works. It's an ambient interactive demo — fine. On touch: touch drag orbits AND sets lure → also fine.

    Double-click for pulse: use 'dblclick' event + Space. Touch: two-finger tap? skip, provide GUI button "Sonar pulse".

    1. GUI fish count dropdown: values {1024, 2304(48²), 4096, 9216, 16384}. Rebuild on change — dispose geometry, material, gpu targets. GPUComputationRenderer has dispose()? In r160, I don't think GPUComputationRenderer has dispose... Checking memory: r160 misc/GPUComputationRenderer.js — I believe a dispose() method was added at r15x? Not sure. To be safe: manually dispose renderTargets: gpu doesn't expose cleanup; but variables' renderTargets accessible via gpu['variables']? Property names: this.variables public. I'll write cleanup: if (gpu) { for (const v of gpu.variables) { v.renderTargets?.forEach(rt=>rt.dispose()); } } guarded with optional chaining. Plus materials dispose. If internals differ, guarded code just skips. Fine.

    2. Tentacle geometry: single LineSegments with per-vertex attrs; vertices count: 8 jellies × 14 strands × (SEG-1)×2 where SEG=22 → 8×14×21×2 = 4704 verts. trivial.

    Draw lines with additive blending & vertexColors? Use ShaderMaterial with attributes (aHueJ too for color). linewidth 1.

    Also add small "bell core" glow: instanced small sphere inside bell with strong emissive — merge into bell shader instead: brighten upper interior via fragment term. Skip extra mesh.

    1. Caustics plane: additive; alpha computed in shader; also fades with camera distance? It's at y=38, camera below — always visible looking up. With fog exp2 custom: apply fog to caustics color by depth → dims nicely.

    2. Shafts: geometry PlaneGeometry(1,1) scaled per-instance? Use individual meshes (9) with random transforms stored; per-frame billboard Y rotation toward camera. One shared ShaderMaterial with per-mesh uniforms? Use onBeforeRender to set per-mesh uniform? Simpler: attributes? With separate meshes sharing material, need per-mesh seed — use mesh.position as seed inside shader via worldPos hash — fine: seed from modelMatrix[3].xz. Vertex shader can read modelMatrix.

    3. Snow: one Points; attrs: position (base), aSeed(vec4: speed, swayAmp, swayFreq, size). Vertex: wrap y: float y = mod(position.y - uTime*spd, H) - H*0.5; world x,z fixed + sway. Fragment: round soft sprite; alpha *= fog. Additive, dim.

    4. Rocks instanced: 30 icosahedron scaled (2-6), positioned ring radius 10-48 on floor (floor height varies — compute same CPU noise function to sit them), random rotation. flatShading standard material. Also a few big "spires" (cones)? Keep icosahedra stretched vertically sometimes. OK.

    Floor CPU noise: implement small value-noise JS:

    Floor height h(x,z) = sum octaves * 3.2 − base. Circle geometry rotated -90° X; displace vertices y. computeVertexNormals.

    Anemone glow dots: InstancedMesh 140 tiny spheres (r 0.1-0.28) at floor positions, MeshBasicMaterial colors varied via instanceColor (setColorAt): cyan/magenta/amber. Additive? Basic material with bright color + bloom → glow. Use MeshBasicMaterial color white × instanceColor × 2 intensity? instanceColor multiplies. Set material.color (2,2,2)? color values >1 allowed via new THREE.Color(2,2,2)?? Color accepts >1 in setRGB. Use material.color.setRGB(1.6,1.6,1.6) then instance colors scale down... simpler: leave color white, pick vivid instanceColors; brightness from bloom threshold... white 1.0 luminance > 0.55 threshold → mild glow. Boost: use additive blending and color 1.5. Fine.

    1. Vignette/grain shader pass:

    Careful: this runs in linear pre-OutputPass; grain in linear subtle. fine.

    1. Snapshot: after composer.render() in same tick — call inside function directly (renders twice that frame, fine).

    2. Fonts/style consistent with other demos: dark bg, monospace HUD, cyan accent (#67e8f9).

    Title: "Abyssal Bloom — a bioluminescent deep-sea ballet". Number 010. Folder /space/demos/010-abyssal-bloom/.

    Index page: add card at top of list:

    Note: 009 card uses <span class="num">009</span> (no "Demo" prefix) while older use "Demo 00X". I'll use "010".

    Description: "A bioluminescent deep-sea ballet — 16k GPU-flocked lanternfish (GPGPU boids on float textures) swirl around procedurally pulsing jellyfish with shader-swayed tentacles, beneath voronoi caustics and fbm god-ray shafts. Steer a glowing lure with your pointer, fire a sonar pulse to scatter the school, and drift through marine snow with bloom, exp² fog, synthesized abyss ambience, live controls and PNG snapshots."

    Now, let me write the actual files. I'll build in /tmp/abyss/parts and concat. Actually simpler: write the whole thing as a few write calls appending? The write tool writes whole file (or line-range). I'll write parts p1..p5 then cat them into index.html. Then extract JS & node --check.

    Let me carefully compose the code now.

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    Demo 009 is intact. Now I'll build demo 010: "Abyssal Bloom" — a bioluminescent deep-sea scene with GPGPU boids, procedural jellyfish, fake volumetric god rays, marine snow, bloom post, synthesized ambience.

    I'll write the demo in parts to /tmp/ab/, then concatenate and validate. Let me write part 1: HTML head + CSS + HUD + importmap + imports + params.

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    Status: 61.7% of time used, only 0.5% of iterations. Hmm, "timeProgress": 0.617 — that's concerning: over half the time budget consumed already?? I need to be efficient. But iterationProgress is tiny, so maybe time is not the binding constraint... "reasons":["maxTime"] with threshold 50 means I crossed 50% of max time. I should move fast: write remaining parts in fewer, larger writes, concatenate, validate, deploy, update index, finish.

    Let me write part 2 now (renderer/scene/camera/post + environment). Make it complete and careful.

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    Note: GLSL_FOG is defined in p02 before p03 — good, it's in scope (module top-level, defined earlier). gpu.variables — in GPUComputationRenderer, the property is this.variables? Let me double check: in r160 source, GPUComputationRenderer has this.variables = [] — yes, public. And v.renderTargets is an array of 2. Good, guarded with try/catch anyway.

    One concern in POS_FRAG: I reference uBounds from BOID_FRAG_COMMON — included. But POS_FRAG doesn't use most uniforms — unused uniforms are fine.

    In the velocity shader, normalize(pos.xz + vec2(1e-4)) — normalize of vec2, fine.

    uniform vec4 uJellies[${MAXJ}] — MAXJ is 8, template literal injects "8" — good. Loop for(int j = 0; j < 8; j++){ if(j >= uJellyCount) break; ...} — uJellyCount is int uniform — comparison int vs int fine.

    Fish shader: varying vec3 vW used in fragment for pulse distance — good. uTime unused in FISH_FRAG? I use it? No — I declared uniform float uTime, uPulseTime; but only use uPulseTime. Unused uniform fine (may warn, ok). Actually keep — no issue.

    fishMat uniforms include uTime: shared.uTime — used in vertex shader. Good.

    One issue: geo.instanceCount = N; — InstancedBufferGeometry instanceCount; fine.

    In buildFishGeometry, ringPt at tn=0 → prof = sin(0)=0 → r=max(0.012, 0)=0.012 — tail ring small circle; at tn=1 → pow(1,0.78)=1, sin(π)≈1.22e-16 → 0 → 0.012 blunt nose. Good, no degenerate zero-area.

    computeVertexNormals on non-indexed → flat normals. normals of tail fin: both triangles in XY plane → normal ±Z. Fine with DoubleSide.

    Wag: p.z += wag * (...) * (0.35 - 0.45*aBody) * sc; — at head aBody=1 → factor -0.1 (slight counter-sway, natural), at tail aBody=-1 → 0.8, tail fin aBody=-1.6 → 1.07. Good.

    right = normalize(cross(up, fwd) + eps) — if fwd parallel up, cross ≈ 0 + eps (1e-5,0,0) → normalize fine.

    Now part 4: jellyfish (bells + tentacles), jelly CPU sim, lure visuals, sonar pulse ring.

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    82% of time used. I must move very fast now. Write part 5 (audio, input, GUI, loop, init, closing tags) in one big write, then concatenate, node --check, deploy to /space, update index, done. Skip further checkpoints.

    Let me write part 5 carefully and completely.

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