Models 44

GPT-6 Luna

by OpenAIReasoningClean
Open in new window

Running live in a sandboxed frame. Click inside it before using the keyboard.

How it went

Total time
10 min 17 s
Cost
$0.033
Output tokens
65,794
Spent thinking
46,100 tokens
Speed
107.9 tok/s
Console errors
0
First token after
7.3 s
First visible text after
8 min 33 s
Prompt tokens
423
Code size
64.8 KB
Finish reason
stop
Served by
OpenAI
Model id
openai/gpt-6-luna
Reasoning sent
{"effort":"max"}
Max output
128,000 tokens
Generated
Nov 11, 2026

What it was asked

The prompt
“a 3D aquarium with Three.js where the fish swim away when I move the mouse near them (Load Three.js only through this import map: <script type="importmap">{"imports":{"three":"https://cdn.jsdelivr.net/npm/three@0.170.0/build/three.module.js","three/addons/":"https://cdn.jsdelivr.net/npm/three@0.170.0/examples/jsm/"}}</script>)”
System prompt, sent with every prompt
You are generating a self-contained web demo. It will be rendered automatically in a sandboxed iframe and compared side by side with the output of other AI models given the exact same task.

Output rules:
- Reply with exactly ONE fenced code block containing the complete file: ```html (or ```svg when the task asks for an SVG). No text before or after the code block.
- Everything must be inline: CSS in <style>, JavaScript in <script>. No external files, images, fonts or network requests, except the CDN URLs explicitly allowed by the task.
- Do not use localStorage, sessionStorage, cookies, IndexedDB, alert(), confirm(), prompt() or window.open(): they are blocked in the sandbox and will throw.
- The page must look right in a 1280×800 viewport and adapt gracefully down to 375px wide. No horizontal scrollbar.
- Something meaningful must be visible on first paint: a screenshot is taken automatically about 3 seconds after load, without any interaction.
- Everything that makes the demo interesting must be visible within the first seconds: nothing hidden behind a high score, a later level or a long play session.
- Games must start in a self-playing demo mode (a simple AI plays) behind a "Click or press a key to start" message, so the game can be judged in action without playing.
- The iframe only receives keyboard events after the user clicks it: if the demo uses the keyboard, display a clear "Click or press a key to start" message.
- The code must run with zero errors in the console of the latest Chrome.

Code run-1.html · 1967 lines

<!doctype html>
<html lang="en">
<head>
  <meta charset="utf-8">
  <meta name="viewport" content="width=device-width, initial-scale=1, viewport-fit=cover">
  <title>Pelagic — A Living Aquarium</title>
  <style>
    :root {
      color-scheme: dark;
      --ink: #e8f4ed;
      --muted: #a6c1b8;
      --mint: #92edcf;
      --line: rgba(202, 243, 222, .22);
    }

    * { box-sizing: border-box; }

    html, body {
      width: 100%;
      height: 100%;
      margin: 0;
      overflow: hidden;
      background: #06171a;
      color: var(--ink);
      font-family: Inter, ui-sans-serif, system-ui, -apple-system, BlinkMacSystemFont, "Segoe UI", sans-serif;
    }

    #aquarium {
      position: relative;
      isolation: isolate;
      width: 100%;
      height: 100vh;
      height: 100svh;
      overflow: hidden;
      background:
        radial-gradient(ellipse at 52% 48%, rgba(23, 95, 82, .24), transparent 55%),
        radial-gradient(ellipse at 50% 105%, rgba(22, 77, 72, .25), transparent 48%),
        linear-gradient(180deg, #071a1d 0%, #07171c 54%, #06151a 100%);
    }

    #world {
      position: absolute;
      inset: 0;
      z-index: 0;
      display: block;
      width: 100%;
      height: 100%;
    }

    .atmosphere {
      position: absolute;
      inset: 0;
      z-index: 1;
      pointer-events: none;
      background:
        radial-gradient(ellipse at 50% 48%, transparent 42%, rgba(1, 11, 14, .17) 78%, rgba(1, 9, 12, .48) 100%),
        linear-gradient(180deg, rgba(2, 13, 16, .24), transparent 22%, transparent 71%, rgba(2, 12, 15, .31));
    }

    .topbar, .footer, .side-note {
      position: absolute;
      z-index: 2;
      pointer-events: none;
    }

    .topbar {
      top: 30px;
      left: 5.1%;
      right: 5.1%;
      display: flex;
      align-items: center;
      justify-content: space-between;
    }

    .brand {
      display: flex;
      align-items: center;
      gap: 13px;
    }

    .brand-mark {
      display: grid;
      width: 43px;
      height: 43px;
      place-items: center;
      border: 1px solid rgba(185, 238, 212, .43);
      border-radius: 50%;
      color: #b1efd5;
      background: rgba(8, 30, 32, .23);
      box-shadow: inset 0 0 18px rgba(101, 225, 186, .07), 0 0 24px rgba(46, 159, 129, .08);
    }

    .brand-mark svg { width: 28px; height: 28px; }

    .brand-copy { display: flex; flex-direction: column; gap: 3px; }

    .eyebrow {
      color: rgba(196, 224, 209, .72);
      font-size: 8px;
      font-weight: 600;
      letter-spacing: .21em;
      line-height: 1.3;
      text-transform: uppercase;
    }

    .brand-title {
      color: #eef8ef;
      font-size: 16px;
      font-weight: 550;
      letter-spacing: .26em;
      line-height: 1;
    }

    .brand-title span {
      color: rgba(213, 235, 220, .53);
      font-weight: 350;
    }

    .metrics {
      display: flex;
      align-items: center;
      gap: 21px;
      min-height: 40px;
      color: rgba(221, 239, 225, .86);
    }

    .live-indicator {
      display: flex;
      align-items: center;
      gap: 8px;
      font-size: 8px;
      font-weight: 650;
      letter-spacing: .17em;
      text-transform: uppercase;
    }

    .live-dot, .status-dot {
      width: 6px;
      height: 6px;
      flex: 0 0 auto;
      border-radius: 50%;
      background: #92edcf;
      box-shadow: 0 0 12px rgba(146, 237, 207, .85);
    }

    .metric-divider {
      width: 1px;
      height: 22px;
      background: rgba(215, 238, 222, .2);
    }

    .temperature, .fish-count {
      display: flex;
      align-items: baseline;
      gap: 4px;
      font-size: 12px;
      font-weight: 500;
      letter-spacing: .04em;
    }

    .temperature small, .fish-count small {
      color: rgba(198, 223, 209, .65);
      font-size: 8px;
      letter-spacing: .13em;
    }

    .fish-count { gap: 7px; }
    .fish-count strong { font-size: 13px; font-weight: 500; }

    .side-note {
      top: 50%;
      left: 2.15%;
      display: flex;
      align-items: center;
      gap: 13px;
      color: rgba(204, 230, 215, .49);
      font-size: 7px;
      font-weight: 600;
      letter-spacing: .2em;
      text-transform: uppercase;
      transform: translateY(-50%) rotate(-90deg);
      transform-origin: left center;
    }

    .side-note .rule {
      display: block;
      width: 36px;
      height: 1px;
      background: rgba(190, 230, 206, .4);
    }

    .footer {
      right: 5.1%;
      bottom: 29px;
      left: 5.1%;
      display: flex;
      align-items: flex-end;
      justify-content: space-between;
      gap: 24px;
    }

    .habitat {
      display: flex;
      align-items: center;
      gap: 17px;
    }

    .chapter {
      display: flex;
      align-items: baseline;
      gap: 5px;
      min-width: 47px;
      color: #d8eee0;
      font-size: 24px;
      font-weight: 300;
      letter-spacing: .04em;
    }

    .chapter small {
      color: rgba(194, 218, 202, .55);
      font-size: 9px;
      font-weight: 500;
      letter-spacing: .12em;
    }

    .caption-copy {
      display: flex;
      flex-direction: column;
      gap: 4px;
    }

    .caption-copy .eyebrow { font-size: 7px; }

    .caption-title {
      color: #eff5e9;
      font-family: Georgia, "Times New Roman", serif;
      font-size: 24px;
      font-weight: 400;
      letter-spacing: -.025em;
      line-height: 1.05;
    }

    .caption-meta {
      color: rgba(207, 226, 211, .67);
      font-size: 9px;
      letter-spacing: .035em;
    }

    .caption-meta span {
      padding: 0 5px;
      color: #95d9bd;
    }

    .hint-card {
      display: flex;
      align-items: center;
      gap: 13px;
      width: 303px;
      padding: 12px 16px;
      border: 1px solid rgba(197, 236, 215, .19);
      border-radius: 12px;
      background: linear-gradient(120deg, rgba(8, 30, 31, .77), rgba(7, 22, 28, .62));
      box-shadow: 0 14px 50px rgba(0, 0, 0, .15), inset 0 1px 0 rgba(244, 255, 245, .045);
      backdrop-filter: blur(14px);
      transition: border-color .35s ease, background .35s ease, transform .35s ease;
    }

    .hint-card.reacting {
      border-color: rgba(144, 239, 207, .48);
      background: linear-gradient(120deg, rgba(13, 55, 48, .81), rgba(7, 28, 31, .73));
      transform: translateY(-2px);
    }

    .mouse-icon {
      display: grid;
      width: 35px;
      height: 35px;
      flex: 0 0 auto;
      place-items: center;
      border: 1px solid rgba(179, 230, 202, .27);
      border-radius: 10px;
      color: #a9eacb;
      background: rgba(127, 222, 184, .055);
    }

    .mouse-icon svg { width: 20px; height: 20px; }

    .hint-copy {
      display: flex;
      min-width: 0;
      flex-direction: column;
      gap: 4px;
    }

    .hint-copy .eyebrow { font-size: 7px; }

    .hint-heading {
      color: #e7f3e9;
      font-size: 11px;
      font-weight: 550;
      letter-spacing: .015em;
    }

    .hint-line {
      color: rgba(196, 220, 202, .67);
      font-size: 9px;
      letter-spacing: .015em;
    }

    .hint-dot {
      width: 5px;
      height: 5px;
      margin-left: auto;
      flex: 0 0 auto;
      border-radius: 50%;
      background: rgba(159, 220, 192, .55);
      transition: background .3s ease, box-shadow .3s ease;
    }

    .hint-card.reacting .hint-dot {
      background: #a0f4d1;
      box-shadow: 0 0 12px rgba(125, 246, 198, .8);
    }

    @media (max-width: 650px) {
      .topbar {
        top: 17px;
        left: 16px;
        right: 16px;
      }

      .brand { gap: 9px; }
      .brand-mark { width: 36px; height: 36px; }
      .brand-mark svg { width: 24px; height: 24px; }
      .eyebrow { font-size: 7px; letter-spacing: .17em; }
      .brand-title { font-size: 13px; letter-spacing: .22em; }

      .metrics { gap: 11px; min-height: 34px; }
      .live-indicator { gap: 6px; }
      .live-indicator .live-copy, .fish-count, .metrics > .metric-divider:last-of-type { display: none; }
      .metrics > .metric-divider { height: 18px; }
      .temperature { font-size: 11px; }

      .side-note { display: none; }

      .footer {
        right: 15px;
        bottom: max(15px, env(safe-area-inset-bottom));
        left: 15px;
        align-items: flex-end;
        gap: 9px;
      }

      .habitat { gap: 8px; min-width: 0; }
      .chapter { min-width: 34px; font-size: 19px; }
      .chapter small { font-size: 8px; }
      .caption-copy { gap: 3px; }
      .caption-copy .eyebrow { font-size: 6px; letter-spacing: .12em; }
      .caption-title { font-size: 17px; }
      .caption-meta { font-size: 7px; }

      .hint-card {
        width: auto;
        max-width: 51%;
        gap: 8px;
        padding: 9px 9px;
        border-radius: 10px;
      }

      .mouse-icon {
        width: 27px;
        height: 27px;
        border-radius: 8px;
      }

      .mouse-icon svg { width: 16px; height: 16px; }
      .hint-copy { gap: 3px; }
      .hint-copy .eyebrow { font-size: 6px; letter-spacing: .12em; }
      .hint-heading { font-size: 9px; line-height: 1.15; }
      .hint-line { font-size: 7px; line-height: 1.25; }
      .hint-dot { display: none; }
    }

    @media (max-width: 390px) {
      .hint-card { max-width: 52%; }
      .caption-title { font-size: 16px; }
      .caption-meta { font-size: 6.5px; }
    }

    @media (prefers-reduced-motion: reduce) {
      *, *::before, *::after { scroll-behavior: auto !important; }
    }
  </style>

  <script type="importmap">
    {
      "imports": {
        "three": "https://cdn.jsdelivr.net/npm/three@0.170.0/build/three.module.js",
        "three/addons/": "https://cdn.jsdelivr.net/npm/three@0.170.0/examples/jsm/"
      }
    }
  </script>
</head>
<body>
  <main id="aquarium">
    <canvas id="world" aria-label="A softly lit 3D aquarium with swimming fish"></canvas>
    <div class="atmosphere"></div>

    <header class="topbar">
      <div class="brand">
        <div class="brand-mark" aria-hidden="true">
          <svg viewBox="0 0 32 32" fill="none">
            <circle cx="16" cy="16" r="12.2" stroke="currentColor" stroke-width=".8" opacity=".72"/>
            <path d="M6.8 15.2c2.5-2.4 4.9-2.4 7.4 0s4.9 2.4 7.4 0 4.9-2.4 7.4 0M7.4 19.2c2.1-2 4.2-2 6.3 0s4.2 2 6.3 0 4.2-2 6.3 0" stroke="currentColor" stroke-width="1.15" stroke-linecap="round"/>
            <circle cx="16" cy="9.2" r="1.15" fill="currentColor" opacity=".88"/>
          </svg>
        </div>
        <div class="brand-copy">
          <div class="eyebrow">A living study &nbsp;·&nbsp; vol. 01</div>
          <div class="brand-title">PELA<span>GIC</span></div>
        </div>
      </div>

      <div class="metrics">
        <div class="live-indicator"><i class="live-dot"></i><span class="live-copy">Ecosystem live</span></div>
        <div class="metric-divider"></div>
        <div class="temperature"><span>24.6</span><small>°C</small></div>
        <div class="metric-divider"></div>
        <div class="fish-count"><strong id="fish-count">10</strong><small>FISH</small></div>
      </div>
    </header>

    <div class="side-note" aria-hidden="true">
      <span>Reef / zone A</span><i class="rule"></i><span>18° 17′ south</span>
    </div>

    <footer class="footer">
      <div class="habitat">
        <div class="chapter"><span>01</span><small>/ 06</small></div>
        <div class="caption-copy">
          <div class="eyebrow">Habitat study · tropical reef</div>
          <div class="caption-title">Sunlit shallows</div>
          <div class="caption-meta">Great Barrier Reef <span>·</span> 18° 17′ S</div>
        </div>
      </div>

      <div class="hint-card" id="hint-card">
        <div class="mouse-icon" aria-hidden="true">
          <svg viewBox="0 0 24 24" fill="none">
            <path d="M12 3.1a6.1 6.1 0 0 0-6.1 6.1v5.6a6.1 6.1 0 0 0 12.2 0V9.2A6.1 6.1 0 0 0 12 3.1Z" stroke="currentColor" stroke-width="1.35"/>
            <path d="M12 3.8v5.3" stroke="currentColor" stroke-width="1.35" stroke-linecap="round"/>
            <path d="M8.2 13.4c1.2-.8 2.4-.8 3.7 0s2.5.8 3.8 0" stroke="currentColor" stroke-width="1.05" stroke-linecap="round" opacity=".65"/>
          </svg>
        </div>
        <div class="hint-copy">
          <div class="eyebrow">Make a little current</div>
          <div class="hint-heading" id="hint-heading">Move close to a fish</div>
          <div class="hint-line" id="hint-line">It will swim away from your cursor.</div>
        </div>
        <i class="hint-dot"></i>
      </div>
    </footer>
  </main>

  <script type="module">
    import * as THREE from "three";

    const canvas = document.getElementById("world");
    const renderer = new THREE.WebGLRenderer({
      canvas,
      antialias: true,
      alpha: true,
      powerPreference: "high-performance"
    });

    renderer.setPixelRatio(Math.min(window.devicePixelRatio || 1, 2));
    renderer.setSize(window.innerWidth, window.innerHeight, false);
    renderer.outputColorSpace = THREE.SRGBColorSpace;
    renderer.toneMapping = THREE.ACESFilmicToneMapping;
    renderer.toneMappingExposure = 1.06;
    renderer.setClearColor(0x000000, 0);
    renderer.shadowMap.enabled = false;

    const scene = new THREE.Scene();
    const camera = new THREE.PerspectiveCamera(29, 1, 0.1, 100);
    const ambient = new THREE.AmbientLight(0x7bbeb5, 1.1);
    const hemisphere = new THREE.HemisphereLight(0xc9f5df, 0x0c242b, 1.15);
    const keyLight = new THREE.DirectionalLight(0xe5fff0, 1.75);
    keyLight.position.set(-5, 8, 9);
    const tealLight = new THREE.PointLight(0x42dcc5, 17, 25, 2);
    tealLight.position.set(-5.3, 2.3, 1.2);
    const warmLight = new THREE.PointLight(0xffbd73, 9, 21, 2);
    warmLight.position.set(5.5, 1.3, -0.3);
    scene.add(ambient, hemisphere, keyLight, tealLight, warmLight);

    const environment = new THREE.Group();
    scene.add(environment);

    let isMobile = false;
    let tankWidth = 15.2;
    let tankHeight = 8.25;
    const tankDepth = 5.35;
    let halfWidth = tankWidth / 2;
    let halfHeight = tankHeight / 2;

    let fish = [];
    let bubbles = [];
    let plants = [];
    let rays = [];
    let dust = null;

    const bodyGeometry = createBodyGeometry();
    const tailGeometry = createTailGeometry();
    const dorsalGeometry = createDorsalGeometry();
    const bellyFinGeometry = createBellyFinGeometry();
    const pectoralGeometry = createPectoralGeometry();
    const leafGeometry = createLeafGeometry();
    const bubbleSphereGeometry = new THREE.SphereGeometry(1, 16, 12);
    const bubbleRingGeometry = new THREE.TorusGeometry(.82, .055, 5, 20);
    const eyeGeometry = new THREE.SphereGeometry(1, 16, 12);
    const spotGeometry = new THREE.SphereGeometry(1, 10, 8);

    const eyeWhiteMaterial = new THREE.MeshStandardMaterial({ color: 0xf4eee0, roughness: .28 });
    const pupilMaterial = new THREE.MeshStandardMaterial({ color: 0x102425, roughness: .22, metalness: .08 });
    const glintMaterial = new THREE.MeshBasicMaterial({ color: 0xffffff, toneMapped: false });

    const presets = [
      { body: 0xf17c3d, fin: 0xd65632, accent: 0xffe9cd, gill: 0x96482f, pattern: "clown", size: .86 },
      { body: 0x42c3be, fin: 0x137d83, accent: 0xc5f0df, gill: 0x155c62, pattern: "stripes", size: .76 },
      { body: 0xf1c64d, fin: 0xd99836, accent: 0x243f38, gill: 0x9b6b2c, pattern: "tang", size: .88 },
      { body: 0x9a83d7, fin: 0x6656a9, accent: 0xe5c9f0, gill: 0x544775, pattern: "spots", size: .74 },
      { body: 0x9ccfca, fin: 0x438f91, accent: 0xe2f1dc, gill: 0x487c7b, pattern: "stripes", size: .78 },
      { body: 0xe7878e, fin: 0xb94f6a, accent: 0xffd3c6, gill: 0x88485e, pattern: "spots", size: .72 },
      { body: 0x4f9edd, fin: 0x2865ac, accent: 0xb6e2e5, gill: 0x315d88, pattern: "stripes", size: .81 },
      { body: 0xf4a94e, fin: 0xdd6e39, accent: 0xffe0b4, gill: 0x905a34, pattern: "clown", size: .79 },
      { body: 0x8fc18b, fin: 0x54866b, accent: 0xd6eabb, gill: 0x527357, pattern: "spots", size: .75 },
      { body: 0x6dd0c5, fin: 0x318f90, accent: 0xd9f5dc, gill: 0x28676e, pattern: "stripes", size: .76 }
    ];

    const raycaster = new THREE.Raycaster();
    const mouseNdc = new THREE.Vector2();
    const mousePlane = new THREE.Plane(new THREE.Vector3(0, 0, 1), 0);
    const cursorPlane = new THREE.Plane(new THREE.Vector3(0, 0, 1), 0);
    let pointerInside = false;
    let lastPointerTime = -100;
    let cursorLife = 0;

    const cursorRing = new THREE.Group();
    const cursorOuter = new THREE.Mesh(
      new THREE.RingGeometry(.43, .45, 64),
      new THREE.MeshBasicMaterial({ color: 0x91f0d2, transparent: true, opacity: .3, depthWrite: false, toneMapped: false })
    );
    const cursorInner = new THREE.Mesh(
      new THREE.RingGeometry(.25, .265, 64),
      new THREE.MeshBasicMaterial({ color: 0xb6ffe1, transparent: true, opacity: .54, depthWrite: false, toneMapped: false })
    );
    cursorRing.add(cursorOuter, cursorInner);
    cursorRing.visible = false;
    cursorRing.renderOrder = 5;
    scene.add(cursorRing);

    const hintCard = document.getElementById("hint-card");
    const hintHeading = document.getElementById("hint-heading");
    const hintLine = document.getElementById("hint-line");
    let lastUiUpdate = 0;
    let previousReactState = false;

    function updateLayoutDimensions() {
      const aspect = window.innerWidth / Math.max(1, window.innerHeight);
      isMobile = aspect < .82 || (window.innerWidth < 650 && window.innerHeight > window.innerWidth * 1.08);
      tankWidth = isMobile ? 6.35 : 15.2;
      tankHeight = isMobile ? 13.2 : 8.25;
      halfWidth = tankWidth / 2;
      halfHeight = tankHeight / 2;
    }

    function updateCamera() {
      const aspect = window.innerWidth / Math.max(1, window.innerHeight);
      const fov = isMobile ? 32 : 29;
      camera.fov = fov;
      camera.aspect = aspect;
      const halfFov = THREE.MathUtils.degToRad(fov * .5);
      const fill = .89;
      const distanceForHeight = tankHeight / (2 * Math.tan(halfFov) * fill);
      const distanceForWidth = tankWidth / (2 * Math.tan(halfFov) * Math.max(.01, aspect) * fill);
      const distance = Math.max(distanceForHeight, distanceForWidth);
      camera.position.set(isMobile ? .12 : .76, 1.6, distance);
      camera.lookAt(0, 0, 0);
      camera.updateProjectionMatrix();
    }

    function clearEnvironment() {
      environment.clear();
      bubbles = [];
      plants = [];
      rays = [];
      dust = null;
    }

    function buildEnvironment() {
      clearEnvironment();

      const w = tankWidth;
      const h = tankHeight;
      const d = tankDepth;
      const bottom = -h / 2;
      const front = d / 2;
      const back = -d / 2;

      const backdropTexture = createBackdropTexture();
      const backdrop = new THREE.Mesh(
        new THREE.PlaneGeometry(w, h),
        new THREE.MeshBasicMaterial({ map: backdropTexture, toneMapped: false })
      );
      backdrop.position.set(0, 0, back + .035);
      environment.add(backdrop);

      addBackdropDetails(w, h, d);
      addGlassWalls(w, h, d);
      addFrame(w, h, d);
      addSeabed(w, h, d, bottom);
      addRocks(w, bottom);
      addKelpAndCoral(w, h, bottom);
      addBubbles(w, h, d, bottom);
      addDust(w, h, d);
    }

    function createBackdropTexture() {
      const canvas = document.createElement("canvas");
      canvas.width = 1024;
      canvas.height = 768;
      const ctx = canvas.getContext("2d");

      const base = ctx.createLinearGradient(0, 0, 0, canvas.height);
      base.addColorStop(0, "#164b45");
      base.addColorStop(.22, "#0d3739");
      base.addColorStop(.58, "#092a32");
      base.addColorStop(1, "#0a242b");
      ctx.fillStyle = base;
      ctx.fillRect(0, 0, canvas.width, canvas.height);

      const glows = [
        [190, 85, 350, "rgba(152,239,194,.32)"],
        [600, 155, 410, "rgba(82,207,185,.2)"],
        [920, 330, 360, "rgba(67,153,160,.14)"],
        [380, 570, 460, "rgba(17,95,94,.24)"]
      ];

      for (const [x, y, radius, color] of glows) {
        const glow = ctx.createRadialGradient(x, y, 1, x, y, radius);
        glow.addColorStop(0, color);
        glow.addColorStop(1, "rgba(7,30,35,0)");
        ctx.fillStyle = glow;
        ctx.fillRect(x - radius, y - radius, radius * 2, radius * 2);
      }

      ctx.save();
      ctx.globalAlpha = .17;
      ctx.strokeStyle = "#a5ebc5";
      ctx.lineWidth = 2;
      for (let i = 0; i < 8; i++) {
        const y = 30 + i * 13;
        ctx.beginPath();
        ctx.moveTo(0, y);
        ctx.bezierCurveTo(230, y + 18, 380, y - 18, 640, y + 4);
        ctx.bezierCurveTo(780, y + 18, 900, y - 7, 1024, y + 10);
        ctx.stroke();
      }
      ctx.restore();

      for (let i = 0; i < 920; i++) {
        const x = Math.random() * canvas.width;
        const y = Math.random() * canvas.height;
        const r = Math.random() * 1.1 + .25;
        const a = Math.random() * .2 + .035;
        ctx.fillStyle = `rgba(190,239,214,${a})`;
        ctx.beginPath();
        ctx.arc(x, y, r, 0, Math.PI * 2);
        ctx.fill();
      }

      const texture = new THREE.CanvasTexture(canvas);
      texture.colorSpace = THREE.SRGBColorSpace;
      return texture;
    }

    function createRayTexture() {
      const canvas = document.createElement("canvas");
      canvas.width = 128;
      canvas.height = 512;
      const ctx = canvas.getContext("2d");
      const grad = ctx.createLinearGradient(0, 0, canvas.width, 0);
      grad.addColorStop(0, "rgba(255,255,255,0)");
      grad.addColorStop(.26, "rgba(255,255,255,.08)");
      grad.addColorStop(.5, "rgba(255,255,255,.31)");
      grad.addColorStop(.74, "rgba(255,255,255,.08)");
      grad.addColorStop(1, "rgba(255,255,255,0)");
      ctx.fillStyle = grad;
      ctx.fillRect(0, 0, canvas.width, canvas.height);

      const down = ctx.createLinearGradient(0, 0, 0, canvas.height);
      down.addColorStop(0, "rgba(255,255,255,.72)");
      down.addColorStop(.38, "rgba(255,255,255,.42)");
      down.addColorStop(1, "rgba(255,255,255,0)");
      ctx.globalCompositeOperation = "destination-in";
      ctx.fillStyle = down;
      ctx.fillRect(0, 0, canvas.width, canvas.height);

      const texture = new THREE.CanvasTexture(canvas);
      texture.colorSpace = THREE.SRGBColorSpace;
      return texture;
    }

    function addBackdropDetails(w, h, d) {
      const texture = createRayTexture();
      const rayCount = isMobile ? 4 : 6;
      const positions = isMobile
        ? [-w * .34, -w * .12, w * .18, w * .36]
        : [-w * .38, -w * .22, -w * .05, w * .12, w * .29, w * .4];

      for (let i = 0; i < rayCount; i++) {
        const width = isMobile ? .65 + Math.random() * .7 : .75 + Math.random() * 1.0;
        const material = new THREE.MeshBasicMaterial({
          map: texture,
          color: i % 2 === 0 ? 0xa2f5d1 : 0x74d4c6,
          transparent: true,
          opacity: .19 + Math.random() * .08,
          blending: THREE.AdditiveBlending,
          depthWrite: false,
          side: THREE.DoubleSide,
          toneMapped: false
        });
        const ray = new THREE.Mesh(new THREE.PlaneGeometry(width, h * .98), material);
        const baseX = positions[i] || 0;
        ray.position.set(baseX, .08, -d / 2 + .08);
        ray.rotation.z = (Math.random() - .5) * .11;
        environment.add(ray);
        rays.push({ mesh: ray, baseX, phase: Math.random() * Math.PI * 2, drift: .08 + Math.random() * .11 });
      }

      const haze = new THREE.Mesh(
        new THREE.PlaneGeometry(w * .82, h * .3),
        new THREE.MeshBasicMaterial({
          color: 0x258879,
          transparent: true,
          opacity: .075,
          depthWrite: false,
          blending: THREE.AdditiveBlending,
          toneMapped: false
        })
      );
      haze.position.set(-w * .08, h * .28, -d / 2 + .12);
      environment.add(haze);
    }

    function addGlassWalls(w, h, d) {
      const sideMaterial = new THREE.MeshBasicMaterial({
        color: 0x7ac9bb,
        transparent: true,
        opacity: .045,
        depthWrite: false,
        side: THREE.DoubleSide,
        toneMapped: false
      });

      const leftWall = new THREE.Mesh(new THREE.PlaneGeometry(d, h), sideMaterial.clone());
      leftWall.position.x = -w / 2;
      leftWall.rotation.y = Math.PI / 2;
      environment.add(leftWall);

      const rightWall = new THREE.Mesh(new THREE.PlaneGeometry(d, h), sideMaterial.clone());
      rightWall.position.x = w / 2;
      rightWall.rotation.y = Math.PI / 2;
      environment.add(rightWall);

      const topWall = new THREE.Mesh(
        new THREE.PlaneGeometry(w, d),
        new THREE.MeshBasicMaterial({
          color: 0x8dd9c8, transparent: true, opacity: .055, depthWrite: false,
          side: THREE.DoubleSide, toneMapped: false
        })
      );
      topWall.rotation.x = -Math.PI / 2;
      topWall.position.y = h / 2;
      environment.add(topWall);

      const frontPane = new THREE.Mesh(
        new THREE.PlaneGeometry(w, h),
        new THREE.MeshBasicMaterial({
          color: 0x9cebd3, transparent: true, opacity: .022, depthWrite: false,
          side: THREE.DoubleSide, toneMapped: false
        })
      );
      frontPane.position.z = d / 2 + .025;
      environment.add(frontPane);
    }

    function addFrame(w, h, d) {
      const halfW = w / 2;
      const halfH = h / 2;
      const back = -d / 2;
      const front = d / 2 + .045;

      const frontMaterial = new THREE.MeshStandardMaterial({
        color: 0x397f72,
        emissive: 0x0c332d,
        emissiveIntensity: .72,
        metalness: .57,
        roughness: .31
      });
      const backMaterial = new THREE.MeshStandardMaterial({
        color: 0x24534e,
        emissive: 0x092724,
        emissiveIntensity: .35,
        metalness: .42,
        roughness: .42
      });
      const bright = new THREE.MeshBasicMaterial({
        color: 0x75d8b7,
        transparent: true,
        opacity: .45,
        toneMapped: false
      });

      const frontRod = new THREE.CylinderGeometry(.026, .026, 1, 8);
      const backRod = new THREE.CylinderGeometry(.019, .019, 1, 8);
      const glowRod = new THREE.CylinderGeometry(.008, .008, 1, 6);
      const frameSegments = [];

      for (const z of [back, front]) {
        frameSegments.push(
          [[-halfW, -halfH, z], [halfW, -halfH, z]],
          [[-halfW, halfH, z], [halfW, halfH, z]],
          [[-halfW, -halfH, z], [-halfW, halfH, z]],
          [[halfW, -halfH, z], [halfW, halfH, z]]
        );
      }

      for (const x of [-halfW, halfW]) {
        for (const y of [-halfH, halfH]) {
          frameSegments.push([[x, y, back], [x, y, front]]);
        }
      }

      for (const segment of frameSegments) {
        const isFrontEdge = segment[0][2] === front && segment[1][2] === front;
        const isBackEdge = segment[0][2] === back && segment[1][2] === back;
        const material = isFrontEdge ? frontMaterial : backMaterial;
        const geometry = isFrontEdge ? frontRod : backRod;
        addRod(environment, segment[0], segment[1], geometry, material);

        if (isFrontEdge && segment[0][1] === segment[1][1]) {
          addRod(environment, segment[0].map((v, i) => i === 2 ? front - .012 : v),
            segment[1].map((v, i) => i === 2 ? front - .012 : v), glowRod, bright);
        }
      }

      const cornerGeometry = new THREE.SphereGeometry(.048, 12, 10);
      const cornerMaterial = new THREE.MeshStandardMaterial({
        color: 0x6aa994,
        emissive: 0x153b32,
        emissiveIntensity: .6,
        metalness: .58,
        roughness: .3
      });

      for (const x of [-halfW, halfW]) {
        for (const y of [-halfH, halfH]) {
          const corner = new THREE.Mesh(cornerGeometry, cornerMaterial);
          corner.position.set(x, y, front);
          environment.add(corner);
        }
      }
    }

    function addRod(group, start, end, geometry, material) {
      const a = new THREE.Vector3(start[0], start[1], start[2]);
      const b = new THREE.Vector3(end[0], end[1], end[2]);
      const direction = new THREE.Vector3().subVectors(b, a);
      const rod = new THREE.Mesh(geometry, material);
      rod.position.copy(a).add(b).multiplyScalar(.5);
      rod.quaternion.setFromUnitVectors(new THREE.Vector3(0, 1, 0), direction.clone().normalize());
      rod.scale.y = direction.length();
      group.add(rod);
    }

    function addSeabed(w, h, d, bottom) {
      const bedTexture = createSandTexture();
      const base = new THREE.Mesh(
        new THREE.BoxGeometry(w, .24, d),
        new THREE.MeshStandardMaterial({ color: 0x4e5142, roughness: .95, metalness: .02 })
      );
      base.position.set(0, bottom + .02, 0);
      environment.add(base);

      const floor = new THREE.Mesh(
        new THREE.PlaneGeometry(w, d),
        new THREE.MeshStandardMaterial({
          color: 0x9a9b7a,
          map: bedTexture,
          roughness: .96,
          metalness: 0,
          side: THREE.DoubleSide
        })
      );
      floor.rotation.x = -Math.PI / 2;
      floor.position.set(0, bottom + .145, 0);
      environment.add(floor);

      const silhouette = new THREE.Shape();
      const halfW = w / 2;
      silhouette.moveTo(-halfW, bottom);
      silhouette.lineTo(halfW, bottom);
      silhouette.lineTo(halfW, bottom + .35);

      const steps = 30;
      for (let i = steps - 1; i >= 0; i--) {
        const x = -halfW + (i / (steps - 1)) * w;
        const ridge = bottom + .19 + .09 * Math.sin(i * .47) + .045 * Math.sin(i * 1.23 + 1.5);
        silhouette.lineTo(x, ridge);
      }
      silhouette.closePath();

      const dune = new THREE.Mesh(
        new THREE.ShapeGeometry(silhouette, 10),
        new THREE.MeshStandardMaterial({ color: 0x173d38, roughness: 1, metalness: 0 })
      );
      dune.position.z = -d / 2 + .24;
      environment.add(dune);

      const lowShelf = new THREE.Mesh(
        new THREE.ShapeGeometry(makeShelfShape(w, bottom)),
        new THREE.MeshStandardMaterial({ color: 0x28483d, roughness: .96, metalness: 0 })
      );
      lowShelf.position.z = -d / 2 + .33;
      environment.add(lowShelf);
    }

    function makeShelfShape(w, bottom) {
      const shape = new THREE.Shape();
      const halfW = w / 2;
      shape.moveTo(-halfW, bottom);
      shape.lineTo(halfW, bottom);
      shape.lineTo(halfW, bottom + .16);
      for (let i = 24; i >= 0; i--) {
        const x = -halfW + (i / 24) * w;
        shape.lineTo(x, bottom + .11 + .035 * Math.sin(i * .69 + .5));
      }
      shape.closePath();
      return shape;
    }

    function createSandTexture() {
      const canvas = document.createElement("canvas");
      canvas.width = 512;
      canvas.height = 512;
      const ctx = canvas.getContext("2d");

      const gradient = ctx.createLinearGradient(0, 0, 0, 512);
      gradient.addColorStop(0, "#8e8769");
      gradient.addColorStop(.36, "#6e705c");
      gradient.addColorStop(1, "#4e594e");
      ctx.fillStyle = gradient;
      ctx.fillRect(0, 0, 512, 512);

      for (let i = 0; i < 2600; i++) {
        const x = Math.random() * 512;
        const y = Math.random() * 512;
        const r = Math.random() * 1.5 + .25;
        const alpha = Math.random() * .22;
        ctx.fillStyle = Math.random() > .52
          ? `rgba(226,213,165,${alpha})`
          : `rgba(20,43,39,${alpha})`;
        ctx.beginPath();
        ctx.arc(x, y, r, 0, Math.PI * 2);
        ctx.fill();
      }

      ctx.lineWidth = 1;
      for (let i = 0; i < 28; i++) {
        const y = i * 21 + Math.random() * 9;
        ctx.strokeStyle = `rgba(218,210,167,${Math.random() * .09})`;
        ctx.beginPath();
        ctx.moveTo(0, y);
        ctx.bezierCurveTo(130, y - 7, 310, y + 9, 512, y - 2);
        ctx.stroke();
      }

      const texture = new THREE.CanvasTexture(canvas);
      texture.colorSpace = THREE.SRGBColorSpace;
      return texture;
    }

    function addRocks(w, bottom) {
      const mobileX = [-2.7, -1.85, 0, 1.85, 2.7];
      const desktopX = [-6.75, -5.5, -3.65, -1.3, 1.75, 4.75, 6.55];
      const positions = isMobile ? mobileX : desktopX;
      const colors = [0x556f63, 0x756f59, 0x536c66, 0x817b62, 0x42635d, 0x706753, 0x4c6d64];

      positions.forEach((x, i) => {
        const geometry = new THREE.DodecahedronGeometry(1, 1);
        const position = geometry.attributes.position;
        for (let j = 0; j < position.count; j++) {
          const factor = .9 + Math.random() * .2;
          position.setXYZ(j,
            position.getX(j) * factor,
            position.getY(j) * factor,
            position.getZ(j) * factor);
        }
        geometry.computeVertexNormals();

        const mesh = new THREE.Mesh(
          geometry,
          new THREE.MeshStandardMaterial({ color: colors[i % colors.length], roughness: .91, metalness: .035 })
        );
        const scale = isMobile ? .35 + Math.random() * .15 : .42 + Math.random() * .24;
        mesh.scale.set(scale * (1.1 + Math.random() * .5), scale * (.45 + Math.random() * .3), scale * (.7 + Math.random() * .5));
        mesh.position.set(x, bottom + .31, isMobile ? .9 + Math.random() * .6 : 1.15 + Math.random() * .55);
        mesh.rotation.set(Math.random() * .4, Math.random() * Math.PI, Math.random() * .23);
        environment.add(mesh);

        if (i % 2 === 0) {
          const pebble = new THREE.Mesh(
            new THREE.IcosahedronGeometry(.17 + Math.random() * .08, 1),
            new THREE.MeshStandardMaterial({ color: colors[(i + 2) % colors.length], roughness: .94 })
          );
          pebble.scale.set(1.4, .72, 1);
          pebble.position.set(x + (i % 3 === 0 ? .48 : -.42), bottom + .22, mesh.position.z + .22);
          environment.add(pebble);
        }
      });
    }

    function addKelpAndCoral(w, h, bottom) {
      const kelpMaterials = [
        [0x286e61, 0x3b8c72],
        [0x1e665c, 0x357c69],
        [0x357b66, 0x569176]
      ];

      if (isMobile) {
        createKelpCluster(-w * .39, bottom, 1.9, 2.65, kelpMaterials[0], 2);
        createKelpCluster(w * .39, bottom, 1.85, 2.9, kelpMaterials[1], 2);
        createCoral(-w * .31, bottom + .12, 1.75, 1.08, 0xd87957);
        createCoral(w * .30, bottom + .12, 1.78, .95, 0x8e738d);
      } else {
        createKelpCluster(-w * .42, bottom, 1.6, 2.05, kelpMaterials[0], 3);
        createKelpCluster(-w * .32, bottom, 1.2, 1.55, kelpMaterials[2], 2);
        createKelpCluster(w * .42, bottom, 1.55, 2.28, kelpMaterials[1], 3);
        createKelpCluster(w * .32, bottom, 1.3, 1.65, kelpMaterials[0], 2);
        createCoral(-w * .355, bottom + .12, 1.75, 1.28, 0xdb805b);
        createCoral(w * .35, bottom + .12, 1.72, 1.35, 0xa578a0);
        createCoral(-w * .17, bottom + .12, .55, .72, 0x8a7860);
      }
    }

    function createKelpCluster(x, bottom, z, height, colors, stalkCount) {
      const root = new THREE.Group();
      root.position.set(x, bottom + .12, z);
      environment.add(root);
      root.userData.phase = Math.random() * Math.PI * 2;
      plants.push(root);

      const stemMaterial = new THREE.MeshStandardMaterial({ color: colors[0], roughness: .67, metalness: .02 });
      const leafMaterial = new THREE.MeshStandardMaterial({
        color: colors[1],
        roughness: .49,
        metalness: .035,
        side: THREE.DoubleSide
      });

      for (let stalkIndex = 0; stalkIndex < stalkCount; stalkIndex++) {
        const stalk = new THREE.Group();
        const spread = (stalkIndex - (stalkCount - 1) / 2) * (isMobile ? .34 : .42);
        stalk.position.x = spread;
        root.add(stalk);

        const lean = (stalkIndex - (stalkCount - 1) / 2) * .12;
        const curve = new THREE.CatmullRomCurve3([
          new THREE.Vector3(0, 0, 0),
          new THREE.Vector3(lean * .45, height * .28, 0),
          new THREE.Vector3(-lean * .55, height * .56, .025),
          new THREE.Vector3(lean, height * .8, .035),
          new THREE.Vector3(lean * .35, height, .04)
        ]);
        stalk.add(new THREE.Mesh(new THREE.TubeGeometry(curve, 24, .024, 6, false), stemMaterial));

        for (let i = 0; i < 5; i++) {
          const t = .22 + i * .145;
          const point = curve.getPoint(t);
          const left = new THREE.Mesh(leafGeometry, leafMaterial);
          const right = new THREE.Mesh(leafGeometry, leafMaterial);
          const leafLength = (isMobile ? .55 : .52) + .12 * Math.sin(i * 2.1 + stalkIndex);
          left.position.copy(point);
          left.position.z += .015;
          left.rotation.z = .58 + .18 * Math.sin(i + stalkIndex);
          left.rotation.y = .16;
          left.scale.setScalar(leafLength);

          right.position.copy(point);
          right.position.x += .015;
          right.position.z += .018;
          right.rotation.z = -(.62 + .16 * Math.cos(i + stalkIndex));
          right.rotation.y = -.12;
          right.scale.setScalar(leafLength * .84);

          stalk.add(left, right);
        }

        const tip = new THREE.Mesh(
          new THREE.SphereGeometry(.045, 10, 8),
          new THREE.MeshStandardMaterial({ color: colors[1], roughness: .55 })
        );
        tip.position.copy(curve.getPoint(1));
        stalk.add(tip);
      }
    }

    function createCoral(x, y, z, height, color) {
      const group = new THREE.Group();
      group.position.set(x, y, z);
      environment.add(group);

      const material = new THREE.MeshStandardMaterial({
        color,
        roughness: .48,
        metalness: .035,
        emissive: color,
        emissiveIntensity: .055
      });
      const branches = [
        [[0, 0, 0], [-.12, height * .25, 0], [-.36, height * .45, .02], [-.46, height * .78, .015]],
        [[0, .05, 0], [.08, height * .29, .015], [.31, height * .48, 0], [.47, height * .84, .02]],
        [[-.02, .05, .01], [-.05, height * .33, .02], [.02, height * .58, .035], [.08, height, .02]],
        [[-.01, height * .28, 0], [-.27, height * .48, -.01], [-.34, height * .72, .02]],
        [[.06, height * .42, .02], [.27, height * .56, .02], [.34, height * .73, .01]]
      ];

      for (let i = 0; i < branches.length; i++) {
        const points = branches[i].map(p => new THREE.Vector3(p[0], p[1], p[2]));
        const curve = new THREE.CatmullRomCurve3(points);
        const radius = .028 + (i === 2 ? .012 : 0);
        group.add(new THREE.Mesh(new THREE.TubeGeometry(curve, 18, radius, 6, false), material));

        const end = points[points.length - 1];
        const tip = new THREE.Mesh(new THREE.SphereGeometry(.047, 10, 8), material);
        tip.position.copy(end);
        group.add(tip);
      }
    }

    function createLeafGeometry() {
      const shape = new THREE.Shape();
      shape.moveTo(0, 0);
      shape.bezierCurveTo(.18, .24, .22, .72, 0, 1);
      shape.bezierCurveTo(-.23, .77, -.17, .26, 0, 0);
      return new THREE.ExtrudeGeometry(shape, {
        depth: .035,
        bevelEnabled: true,
        bevelSegments: 2,
        steps: 1,
        bevelSize: .012,
        bevelThickness: .012,
        curveSegments: 10
      });
    }

    function addBubbles(w, h, d, bottom) {
      const streams = isMobile
        ? [-w * .35, w * .34]
        : [-w * .40, -w * .2, w * .2, w * .40];

      const shellMaterial = new THREE.MeshPhysicalMaterial({
        color: 0xa8eee0,
        transparent: true,
        opacity: .12,
        roughness: .08,
        metalness: .06,
        clearcoat: 1,
        depthWrite: false
      });
      const ringMaterial = new THREE.MeshBasicMaterial({
        color: 0x9ce8d4,
        transparent: true,
        opacity: .32,
        depthWrite: false,
        toneMapped: false
      });
      const highlightMaterial = new THREE.MeshBasicMaterial({
        color: 0xecfff1,
        transparent: true,
        opacity: .45,
        depthWrite: false,
        toneMapped: false
      });

      streams.forEach((x, streamIndex) => {
        const count = isMobile ? 5 : 6;
        for (let i = 0; i < count; i++) {
          const radius = .035 + Math.random() * .045;
          const group = new THREE.Group();
          const shell = new THREE.Mesh(bubbleSphereGeometry, shellMaterial);
          shell.scale.setScalar(radius);
          const ring = new THREE.Mesh(bubbleRingGeometry, ringMaterial);
          ring.scale.setScalar(radius);
          ring.position.z = radius * .63;
          const glint = new THREE.Mesh(new THREE.SphereGeometry(radius * .17, 8, 6), highlightMaterial);
          glint.position.set(-radius * .26, radius * .27, radius * .82);
          group.add(shell, ring, glint);

          const startY = bottom + .35 + i * (isMobile ? .72 : .61) + Math.random() * .3;
          const baseX = x + (Math.random() - .5) * .5;
          const baseZ = -.8 + Math.random() * 2.0;
          group.position.set(baseX, startY, baseZ);
          environment.add(group);

          bubbles.push({
            mesh: group,
            baseX,
            speed: .23 + Math.random() * .31,
            phase: Math.random() * Math.PI * 2,
            radius,
            streamIndex,
            bottom,
            top: h / 2 - .35
          });
        }
      });
    }

    function addDust(w, h, d) {
      const count = isMobile ? 175 : 290;
      const positions = new Float32Array(count * 3);
      const speeds = new Float32Array(count);

      for (let i = 0; i < count; i++) {
        positions[i * 3] = (Math.random() - .5) * w * .95;
        positions[i * 3 + 1] = (Math.random() - .5) * h * .92;
        positions[i * 3 + 2] = (Math.random() - .5) * (d - .6);
        speeds[i] = .012 + Math.random() * .048;
      }

      const geometry = new THREE.BufferGeometry();
      geometry.setAttribute("position", new THREE.BufferAttribute(positions, 3));
      const material = new THREE.PointsMaterial({
        color: 0xb5edd4,
        size: .035,
        sizeAttenuation: true,
        transparent: true,
        opacity: .46,
        depthWrite: false,
        blending: THREE.AdditiveBlending,
        toneMapped: false
      });
      const points = new THREE.Points(geometry, material);
      environment.add(points);
      dust = { geometry, speeds, bottom: -h / 2 + .2, top: h / 2 - .25 };
    }

    function addRodForDepth() {}

    function createBodyGeometry() {
      const profiles = [
        [-1, .018, .02],
        [-.86, .13, .115],
        [-.62, .265, .225],
        [-.34, .36, .305],
        [-.05, .405, .34],
        [.24, .38, .325],
        [.51, .30, .265],
        [.73, .20, .175],
        [.9, .09, .085],
        [1, .018, .02]
      ];

      function radiiAt(x) {
        x = THREE.MathUtils.clamp(x, -1, 1);
        let index = 0;
        while (index < profiles.length - 2 && x > profiles[index + 1][0]) index++;
        const p0 = profiles[index];
        const p1 = profiles[index + 1];
        const t0 = (x - p0[0]) / (p1[0] - p0[0]);
        const t = t0 * t0 * (3 - 2 * t0);
        return [
          THREE.MathUtils.lerp(p0[1], p1[1], t),
          THREE.MathUtils.lerp(p0[2], p1[2], t)
        ];
      }

      const longitudinal = 72;
      const radial = 36;
      const vertices = [];
      const indices = [];

      for (let i = 0; i <= longitudinal; i++) {
        const x = -1 + 2 * i / longitudinal;
        const [ry, rz] = radiiAt(x);
        for (let j = 0; j <= radial; j++) {
          const angle = Math.PI * 2 * j / radial;
          vertices.push(x, ry * Math.cos(angle), rz * Math.sin(angle));
        }
      }

      const stride = radial + 1;
      for (let i = 0; i < longitudinal; i++) {
        for (let j = 0; j < radial; j++) {
          const a = i * stride + j;
          const b = (i + 1) * stride + j;
          const c = b + 1;
          const d = a + 1;
          indices.push(a, d, b, b, d, c);
        }
      }

      const geometry = new THREE.BufferGeometry();
      geometry.setAttribute("position", new THREE.Float32BufferAttribute(vertices, 3));
      geometry.setIndex(indices);
      geometry.computeVertexNormals();
      geometry.computeBoundingSphere();
      geometry.userData.radiiAt = radiiAt;
      return geometry;
    }

    function createTailGeometry() {
      const shape = new THREE.Shape();
      shape.moveTo(.015, .075);
      shape.bezierCurveTo(-.16, .15, -.36, .42, -.61, .48);
      shape.bezierCurveTo(-.56, .28, -.44, .1, -.29, 0);
      shape.bezierCurveTo(-.45, -.11, -.58, -.32, -.61, -.48);
      shape.bezierCurveTo(-.34, -.43, -.14, -.17, .015, -.075);
      shape.bezierCurveTo(.08, -.035, .08, .035, .015, .075);
      return new THREE.ExtrudeGeometry(shape, {
        depth: .055,
        bevelEnabled: true,
        bevelSegments: 2,
        steps: 1,
        bevelSize: .018,
        bevelThickness: .018,
        curveSegments: 12
      });
    }

    function createDorsalGeometry() {
      const shape = new THREE.Shape();
      shape.moveTo(-.48, 0);
      shape.bezierCurveTo(-.31, .17, -.18, .39, .03, .41);
      shape.bezierCurveTo(.25, .4, .36, .22, .46, .015);
      shape.bezierCurveTo(.18, .075, -.2, .05, -.48, 0);
      return new THREE.ExtrudeGeometry(shape, {
        depth: .05,
        bevelEnabled: true,
        bevelSegments: 2,
        steps: 1,
        bevelSize: .015,
        bevelThickness: .016,
        curveSegments: 12
      });
    }

    function createBellyFinGeometry() {
      const shape = new THREE.Shape();
      shape.moveTo(-.34, .02);
      shape.bezierCurveTo(-.18, -.06, -.14, -.31, .05, -.33);
      shape.bezierCurveTo(.21, -.29, .26, -.08, .36, 0);
      shape.bezierCurveTo(.1, .055, -.15, .055, -.34, .02);
      return new THREE.ExtrudeGeometry(shape, {
        depth: .04,
        bevelEnabled: true,
        bevelSegments: 2,
        steps: 1,
        bevelSize: .012,
        bevelThickness: .014,
        curveSegments: 10
      });
    }

    function createPectoralGeometry() {
      const shape = new THREE.Shape();
      shape.moveTo(.02, .02);
      shape.bezierCurveTo(-.15, -.04, -.35, -.18, -.4, -.46);
      shape.bezierCurveTo(-.2, -.43, .04, -.32, .12, -.12);
      shape.bezierCurveTo(.12, -.05, .09, 0, .02, .02);
      return new THREE.ExtrudeGeometry(shape, {
        depth: .035,
        bevelEnabled: true,
        bevelSegments: 2,
        steps: 1,
        bevelSize: .012,
        bevelThickness: .012,
        curveSegments: 10
      });
    }

    function createFish(preset, size, start, index) {
      const root = new THREE.Group();
      root.scale.setScalar(size);
      scene.add(root);

      const bodyMaterial = new THREE.MeshPhysicalMaterial({
        color: preset.body,
        roughness: .32,
        metalness: .11,
        clearcoat: .72,
        clearcoatRoughness: .23
      });
      const finMaterial = new THREE.MeshPhysicalMaterial({
        color: preset.fin,
        roughness: .38,
        metalness: .1,
        clearcoat: .35,
        side: THREE.DoubleSide
      });

      root.add(new THREE.Mesh(bodyGeometry, bodyMaterial));

      const tail = new THREE.Group();
      tail.position.set(-.83, 0, 0);
      tail.add(new THREE.Mesh(tailGeometry, finMaterial));
      root.add(tail);

      const dorsal = new THREE.Mesh(dorsalGeometry, finMaterial);
      dorsal.position.set(-.18, .275, -.02);
      root.add(dorsal);

      const belly = new THREE.Mesh(bellyFinGeometry, finMaterial);
      belly.position.set(-.1, -.28, -.015);
      root.add(belly);

      const pectoral = new THREE.Group();
      pectoral.position.set(-.18, -.065, .27);
      const pectoralMesh = new THREE.Mesh(pectoralGeometry, finMaterial);
      pectoral.add(pectoralMesh);
      root.add(pectoral);

      addFishEyes(root);
      addGill(root, preset.gill);
      addFishMouth(root);

      if (preset.pattern === "clown") {
        addStripe(root, -.48, .13, 0xfff0d6);
        addStripe(root, -.015, .145, 0xf8efda);
        addStripe(root, .425, .12, 0xffedce);
      } else if (preset.pattern === "stripes") {
        addStripe(root, -.16, .07, preset.accent);
        addStripe(root, .3, .055, preset.accent);
      } else if (preset.pattern === "tang") {
        addStripe(root, -.63, .17, preset.accent);
        addStripe(root, .73, .085, 0x1a3532);
      } else if (preset.pattern === "spots") {
        addFishSpots(root, preset.accent);
      }

      if (preset.pattern === "clown" || preset.pattern === "tang") {
        const ribMaterial = new THREE.MeshBasicMaterial({
          color: preset.accent,
          transparent: true,
          opacity: .46,
          side: THREE.DoubleSide,
          toneMapped: false
        });
        for (const sign of [-1, 1]) {
          const points = [
            new THREE.Vector3(-.06, 0, .058),
            new THREE.Vector3(-.22, sign * .13, .058),
            new THREE.Vector3(-.39, sign * .29, .055)
          ];
          const curve = new THREE.CatmullRomCurve3(points);
          tail.add(new THREE.Mesh(new THREE.TubeGeometry(curve, 9, .006, 4, false), ribMaterial));
        }
      }

      const initial = new THREE.Vector3(start[0], start[1], start[2]);
      const velocity = new THREE.Vector3(
        (Math.random() > .5 ? 1 : -1) * (.45 + Math.random() * .32),
        (Math.random() - .5) * .42,
        (Math.random() - .5) * .28
      );

      const mobilePad = isMobile ? .76 : 1.38;
      const verticalPad = isMobile ? .83 : .86;
      const bounds = {
        left: -halfWidth + mobilePad * size,
        right: halfWidth - mobilePad * size,
        bottom: -halfHeight + verticalPad * size,
        top: halfHeight - verticalPad * size,
        back: -tankDepth / 2 + .78,
        front: tankDepth / 2 - .84
      };

      initial.x = THREE.MathUtils.clamp(initial.x, bounds.left, bounds.right);
      initial.y = THREE.MathUtils.clamp(initial.y, bounds.bottom, bounds.top);
      initial.z = THREE.MathUtils.clamp(initial.z, bounds.back, bounds.front);
      root.position.copy(initial);

      const f = {
        root,
        tail,
        pectoral,
        pos: initial,
        velocity,
        goal: new THREE.Vector3(),
        goalTimer: 0,
        baseSpeed: .63 + Math.random() * .36 + (1 - size) * .1,
        size,
        phase: Math.random() * Math.PI * 2,
        bounds,
        mousePoint: new THREE.Vector3(),
        fear: 0,
        escapeCooldown: 0,
        preset,
        index
      };

      chooseGoal(f);
      root.rotation.z = Math.atan2(velocity.y, velocity.x);
      return f;
    }

    function addFishEyes(root) {
      const eyeSockets = [
        { z: .275, direction: 1 },
        { z: -.275, direction: -1 }
      ];

      for (const socket of eyeSockets) {
        const outer = new THREE.Mesh(eyeGeometry, eyeWhiteMaterial);
        outer.scale.set(.095, .105, .07);
        outer.position.set(.62, .105, socket.z);
        root.add(outer);

        const iris = new THREE.Mesh(eyeGeometry, pupilMaterial);
        iris.scale.set(.054, .06, .045);
        iris.position.set(.642, .106, socket.z + socket.direction * .046);
        root.add(iris);

        const pupil = new THREE.Mesh(eyeGeometry, pupilMaterial);
        pupil.scale.set(.031, .036, .027);
        pupil.position.set(.654, .108, socket.z + socket.direction * .075);
        root.add(pupil);

        const glint = new THREE.Mesh(eyeGeometry, glintMaterial);
        glint.scale.set(.016, .018, .012);
        glint.position.set(.66, .126, socket.z + socket.direction * .093);
        root.add(glint);
      }
    }

    function addFishMouth(root) {
      const mouth = new THREE.Mesh(
        new THREE.SphereGeometry(.035, 10, 8),
        new THREE.MeshStandardMaterial({ color: 0x452f2a, roughness: .5 })
      );
      mouth.scale.set(1, .65, .8);
      mouth.position.set(.96, -.045, 0);
      root.add(mouth);
    }

    function addGill(root, color) {
      const points = [];
      for (let i = 0; i <= 10; i++) {
        const t = i / 10;
        const y = -.205 + t * .41;
        const x = .335 + .045 * Math.sin(t * Math.PI);
        const z = fishSurfaceZ(x, y) + .013;
        points.push(new THREE.Vector3(x, y, z));
      }
      const curve = new THREE.CatmullRomCurve3(points);
      const material = new THREE.MeshStandardMaterial({ color, roughness: .48, transparent: true, opacity: .82 });
      root.add(new THREE.Mesh(new THREE.TubeGeometry(curve, 16, .008, 5, false), material));
    }

    function fishSurfaceZ(x, y) {
      const radii = bodyGeometry.userData.radiiAt(x);
      const ry = radii[0];
      const rz = radii[1];
      const ratio = THREE.MathUtils.clamp(1 - (y * y) / Math.max(.0001, ry * ry), 0, 1);
      return rz * Math.sqrt(ratio);
    }

    function addStripe(root, x, width, color) {
      const rows = 13;
      const vertices = [];
      const indices = [];
      const centerRadii = bodyGeometry.userData.radiiAt(x);
      const maxY = centerRadii[0] * .93;

      for (let i = 0; i <= rows; i++) {
        const t = i / rows;
        const y = THREE.MathUtils.lerp(-maxY, maxY, t);
        const taper = .67 + .33 * Math.sqrt(Math.max(0, 1 - (y / maxY) ** 2));
        const localWidth = width * taper;
        const centerX = x + .035 * Math.sin(t * Math.PI * 1.25);
        for (const side of [-1, 1]) {
          const stripeX = centerX + side * localWidth * .5;
          vertices.push(stripeX, y, fishSurfaceZ(stripeX, y) + .014);
        }
      }

      for (let i = 0; i < rows; i++) {
        const a = i * 2;
        const b = a + 1;
        const c = a + 3;
        const d = a + 2;
        indices.push(a, b, c, a, c, d);
      }

      const geometry = new THREE.BufferGeometry();
      geometry.setAttribute("position", new THREE.Float32BufferAttribute(vertices, 3));
      geometry.setIndex(indices);
      geometry.computeVertexNormals();

      const mesh = new THREE.Mesh(
        geometry,
        new THREE.MeshStandardMaterial({
          color,
          roughness: .4,
          metalness: .025,
          side: THREE.DoubleSide
        })
      );
      root.add(mesh);
    }

    function addFishSpots(root, color) {
      const material = new THREE.MeshStandardMaterial({ color, roughness: .42, metalness: .04 });
      const spots = [
        [-.38, .115], [-.16, .21], [.08, .16], [.24, -.13], [-.04, -.18]
      ];
      for (const [x, y] of spots) {
        const z = fishSurfaceZ(x, y) + .018;
        const spot = new THREE.Mesh(spotGeometry, material);
        spot.scale.set(.045, .052, .018);
        spot.position.set(x, y, z);
        root.add(spot);
      }
    }

    function getSpawnPoints(mobile) {
      if (mobile) {
        return [
          [-2.02, 4.55, .25],
          [.4, 4.05, -1.05],
          [1.88, 2.55, .95],
          [-1.45, 1.42, -1.35],
          [1.22, -.15, .6],
          [-1.98, -1.75, -.55],
          [.05, -3.1, 1.25],
          [1.68, -4.25, -.9]
        ];
      }

      return [
        [-5.1, 1.45, .3],
        [-2.65, 2.55, -1.35],
        [.15, 1.15, 1.55],
        [4.48, 2.12, -.65],
        [2.72, .04, .25],
        [-4.76, -.75, -1.4],
        [-1.28, -1.23, 1.05],
        [1.0, -1.93, -1.28],
        [5.03, -1.02, .85],
        [3.28, -2.38, .08]
      ];
    }

    function createSchool(mobile) {
      for (const f of fish) scene.remove(f.root);
      fish = [];

      const spawn = getSpawnPoints(mobile);
      const count = spawn.length;

      for (let i = 0; i < count; i++) {
        const preset = presets[i % presets.length];
        const scale = preset.size * (mobile ? .78 : 1);
        const f = createFish(preset, scale, spawn[i], i);
        fish.push(f);
      }

      document.getElementById("fish-count").textContent = String(count).padStart(2, "0");
    }

    function chooseGoal(f) {
      const { bounds } = f;
      const targetX = THREE.MathUtils.lerp(bounds.left, bounds.right, .12 + Math.random() * .76);
      const targetY = THREE.MathUtils.lerp(bounds.bottom, bounds.top, .12 + Math.random() * .76);
      const targetZ = THREE.MathUtils.lerp(bounds.back, bounds.front, .12 + Math.random() * .76);
      f.goal.set(targetX, targetY, targetZ);
      f.goalTimer = 4.2 + Math.random() * 4.2;
    }

    function createRockMaterial(color) {
      return new THREE.MeshStandardMaterial({ color, roughness: .93, metalness: .025 });
    }

    function createLeafPlaceholder() {}

    updateLayoutDimensions();
    updateCamera();
    buildEnvironment();
    createSchool(isMobile);

    function onResize() {
      renderer.setPixelRatio(Math.min(window.devicePixelRatio || 1, 2));
      renderer.setSize(window.innerWidth, window.innerHeight, false);

      const wasMobile = isMobile;
      updateLayoutDimensions();
      updateCamera();

      if (wasMobile !== isMobile) {
        buildEnvironment();
        createSchool(isMobile);
      }
    }

    window.addEventListener("resize", onResize, { passive: true });

    window.addEventListener("pointermove", event => {
      const x = event.clientX;
      const y = event.clientY;
      if (x < 0 || y < 0 || x > window.innerWidth || y > window.innerHeight) return;

      mouseNdc.x = (x / window.innerWidth) * 2 - 1;
      mouseNdc.y = -(y / window.innerHeight) * 2 + 1;
      pointerInside = true;
      lastPointerTime = performance.now() * .001;
      cursorLife = 1;

      raycaster.setFromCamera(mouseNdc, camera);
      cursorPlane.constant = -(tankDepth / 2 + .09);
      const point = raycaster.ray.intersectPlane(cursorPlane, cursorRing.position);
      if (point) {
        cursorRing.visible = true;
        cursorRing.scale.setScalar(.78);
        cursorRing.position.z = tankDepth / 2 + .09;
      }
    }, { passive: true });

    window.addEventListener("blur", () => {
      pointerInside = false;
      cursorLife = 0;
      cursorRing.visible = false;
    });

    let lastFrame = performance.now();
    const steering = new THREE.Vector3();
    const targetVelocity = new THREE.Vector3();

    function animate(now) {
      requestAnimationFrame(animate);

      const dt = Math.min(.045, Math.max(.001, (now - lastFrame) / 1000));
      lastFrame = now;
      const time = now * .001;
      const pointerAge = Math.max(0, time - lastPointerTime);
      const mouseStrength = pointerInside ? Math.exp(-pointerAge / .82) : 0;
      let reactingCount = 0;

      if (mouseStrength > .015) raycaster.setFromCamera(mouseNdc, camera);

      for (let i = 0; i < fish.length; i++) {
        const f = fish[i];
        f.goalTimer -= dt;
        f.escapeCooldown = Math.max(0, f.escapeCooldown - dt);

        const toGoalX = f.goal.x - f.pos.x;
        const toGoalY = f.goal.y - f.pos.y;
        const toGoalZ = f.goal.z - f.pos.z;
        if (f.goalTimer <= 0 || Math.hypot(toGoalX, toGoalY, toGoalZ) < .76) {
          chooseGoal(f);
        }

        steering.set(f.goal.x - f.pos.x, f.goal.y - f.pos.y, (f.goal.z - f.pos.z) * .75);
        const steerLength = Math.hypot(steering.x, steering.y, steering.z);
        if (steerLength > .0001) steering.multiplyScalar(1 / steerLength);

        steering.x += Math.sin(time * .37 + f.phase) * .085;
        steering.y += Math.cos(time * .31 + f.phase * 1.3) * .095;
        steering.z += Math.sin(time * .24 + f.phase) * .045;

        let neighborCount = 0;
        let alignX = 0, alignY = 0, alignZ = 0;
        let centerX = 0, centerY = 0, centerZ = 0;
        const neighborRadiusSq = isMobile ? 8.2 : 12.5;

        for (let j = 0; j < fish.length; j++) {
          if (i === j) continue;
          const other = fish[j];
          const dx = other.pos.x - f.pos.x;
          const dy = other.pos.y - f.pos.y;
          const dz = other.pos.z - f.pos.z;
          if (dx * dx + dy * dy + dz * dz < neighborRadiusSq) {
            neighborCount++;
            alignX += other.velocity.x;
            alignY += other.velocity.y;
            alignZ += other.velocity.z;
            centerX += other.pos.x;
            centerY += other.pos.y;
            centerZ += other.pos.z;
          }
        }

        if (neighborCount > 0) {
          alignX /= neighborCount;
          alignY /= neighborCount;
          alignZ /= neighborCount;
          const alignLength = Math.hypot(alignX, alignY, alignZ);
          if (alignLength > .001) {
            steering.x += alignX / alignLength * .11;
            steering.y += alignY / alignLength * .11;
            steering.z += alignZ / alignLength * .08;
          }

          centerX = centerX / neighborCount - f.pos.x;
          centerY = centerY / neighborCount - f.pos.y;
          centerZ = centerZ / neighborCount - f.pos.z;
          const cohesionLength = Math.hypot(centerX, centerY, centerZ);
          if (cohesionLength > .001) {
            steering.x += centerX / cohesionLength * .08;
            steering.y += centerY / cohesionLength * .08;
            steering.z += centerZ / cohesionLength * .055;
          }
        }

        let fear = 0;
        let fleeX = 0, fleeY = 0;
        if (mouseStrength > .018) {
          mousePlane.constant = -f.pos.z;
          const point = raycaster.ray.intersectPlane(mousePlane, f.mousePoint);
          if (point) {
            const dx = f.pos.x - point.x;
            const dy = f.pos.y - point.y;
            const distance = Math.hypot(dx, dy);
            const radius = isMobile ? 2.0 : 2.45;
            if (distance < radius) {
              const urgency = 1 - distance / radius;
              fear = urgency * urgency * mouseStrength;
              if (distance > .001) {
                fleeX = dx / distance;
                fleeY = dy / distance;
              } else {
                fleeX = Math.cos(f.phase);
                fleeY = Math.sin(f.phase);
              }

              steering.x += fleeX * fear * 5.2;
              steering.y += fleeY * fear * 5.2;
              steering.x += -fleeY * fear * .27;
              steering.y += fleeX * fear * .27;

              if (fear > .34 && f.escapeCooldown <= 0) {
                f.goal.set(
                  THREE.MathUtils.clamp(f.pos.x + fleeX * 2.8, f.bounds.left, f.bounds.right),
                  THREE.MathUtils.clamp(f.pos.y + fleeY * 2.5, f.bounds.bottom, f.bounds.top),
                  THREE.MathUtils.clamp(f.pos.z + (Math.random() - .5) * 1.1, f.bounds.back, f.bounds.front)
                );
                f.goalTimer = 2.1;
                f.escapeCooldown = .82;
              }
            }
          }
        }

        f.fear = fear;
        if (fear > .12) reactingCount++;

        if (f.pos.x < f.bounds.left + .5) steering.x += .5;
        if (f.pos.x > f.bounds.right - .5) steering.x -= .5;
        if (f.pos.y < f.bounds.bottom + .35) steering.y += .45;
        if (f.pos.y > f.bounds.top - .35) steering.y -= .45;
        if (f.pos.z < f.bounds.back + .25) steering.z += .3;
        if (f.pos.z > f.bounds.front - .25) steering.z -= .3;

        const directionLength = Math.hypot(steering.x, steering.y, steering.z);
        if (directionLength > .001) steering.multiplyScalar(1 / directionLength);

        const speed = f.baseSpeed + fear * 1.42;
        targetVelocity.set(steering.x * speed, steering.y * speed, steering.z * speed * .68);
        const turnResponse = 1 - Math.exp(-(1.65 + fear * 5.2) * dt);
        f.velocity.lerp(targetVelocity, turnResponse);
        f.pos.addScaledVector(f.velocity, dt);

        f.pos.x = THREE.MathUtils.clamp(f.pos.x, f.bounds.left, f.bounds.right);
        f.pos.y = THREE.MathUtils.clamp(f.pos.y, f.bounds.bottom, f.bounds.top);
        f.pos.z = THREE.MathUtils.clamp(f.pos.z, f.bounds.back, f.bounds.front);

        f.root.position.set(
          f.pos.x,
          f.pos.y + Math.sin(time * 1.7 + f.phase) * .045,
          f.pos.z
        );
        f.root.rotation.z = Math.atan2(f.velocity.y, f.velocity.x);
        f.root.rotation.y = THREE.MathUtils.clamp(-f.velocity.z * .12, -.19, .19);
        f.root.rotation.x = Math.sin(time * .9 + f.phase) * .025;

        const tailBeat = Math.sin(time * (8.2 + f.baseSpeed * 1.3) + f.phase);
        f.tail.rotation.y = tailBeat * (.32 + fear * .24);
        f.tail.rotation.z = tailBeat * .045;
        f.pectoral.rotation.x = Math.sin(time * 7.4 + f.phase + 1.1) * .32;
        f.pectoral.rotation.y = Math.cos(time * 6.9 + f.phase) * .2;
      }

      for (const plant of plants) {
        plant.rotation.z = Math.sin(time * .58 + plant.userData.phase) * .027;
      }

      for (const ray of rays) {
        ray.mesh.position.x = ray.baseX + Math.sin(time * .19 + ray.phase) * ray.drift;
      }

      for (const bubble of bubbles) {
        const position = bubble.mesh.position;
        position.y += bubble.speed * dt;
        position.x = bubble.baseX + Math.sin(time * .9 + bubble.phase) * .075;
        if (position.y > bubble.top) {
          position.y = bubble.bottom + .25 + Math.random() * .65;
          bubble.baseX += (Math.random() - .5) * .36;
          position.z = -.9 + Math.random() * 2.0;
        }
      }

      if (dust) {
        const attribute = dust.geometry.getAttribute("position");
        const positions = attribute.array;
        for (let i = 0; i < dust.speeds.length; i++) {
          const yIndex = i * 3 + 1;
          positions[yIndex] += dust.speeds[i] * dt;
          if (positions[yIndex] > dust.top) {
            positions[yIndex] = dust.bottom;
            positions[i * 3] = (Math.random() - .5) * tankWidth * .95;
            positions[i * 3 + 2] = (Math.random() - .5) * (tankDepth - .6);
          }
        }
        attribute.needsUpdate = true;
      }

      if (cursorLife > 0) {
        cursorLife = Math.max(0, cursorLife - dt * .82);
        cursorRing.visible = true;
        const progress = 1 - cursorLife;
        cursorRing.scale.setScalar(.78 + progress * .65);
        cursorOuter.material.opacity = cursorLife * .32;
        cursorInner.material.opacity = cursorLife * .52;
        if (cursorLife <= .001) cursorRing.visible = false;
      }

      if (time - lastUiUpdate > .18) {
        const reacting = reactingCount > 0;
        if (reacting !== previousReactState) {
          hintCard.classList.toggle("reacting", reacting);
          hintHeading.textContent = reacting ? "A current is passing through" : "Move close to a fish";
          hintLine.textContent = reacting
            ? "The school is turning away from your cursor."
            : "It will swim away from your cursor.";
          previousReactState = reacting;
        }
        lastUiUpdate = time;
      }

      renderer.render(scene, camera);
    }

    requestAnimationFrame(animate);
  </script>
</body>
</html>
Reasoning trace (46,100 tokens)
**Exploring fish geometry options**

I'm thinking about using custom geometry for the fish body silhouette. Maybe a simpler version, like an ellipsoid with a pointed tail, could work? I want the body to have a smooth, torpedo shape, with the head facing positive local x and the tail at negative x. I’m considering an ellipsoid body scaled along the x dimensions, with values of 0.95, 0.48, and 0.34. I'll probably use sphere geometry for scaling too.**Considering interactive mouse behavior**

I'm thinking about how to implement the pointer movement for raycasting at z=0. When the pointer moves away from a fish near the projected point, I want to add a repulsion force if the distance is less than a certain radius. I might make the mouse icon glowy and show a subtle ripple effect. Since the mouse cursor is a physical HTML element, I'm not sure about the customizations, but I want the behavior to be clear and intuitive for users.**Designing the aquarium UI**

I'm considering how to layout the aquarium UI with a full-screen experience, maybe for a premium kiosk. The screen dimensions are 1280x800, so I can use a background color of #05151d for a nice deep feel. I want the canvas to fill the viewport, creating a rectangular tank design with the title overlay in the top-left and stats in the top-right. Overall, I'm aiming for a visually rich aquarium exhibit while avoiding clutter with the controls at the bottom.**Setting up the camera perspective**

I'm working on the camera perspective for the aquarium's UI. I want the top title overlay positioned at x 72, y 42 with the title "THE BLUE / ROOM" or "PELAGIC," along with a brand icon. In the top right, there will be a chip indicating "LIVE ECOSYSTEM • 24°C". I'm considering adding a depth gauge on the left and a bottom panel showing the current scene with the status. The dimensions need adjustment to fit a 16:10 aspect ratio, ensuring the tank fills the screen adequately.**Finalizing tank dimensions**

I’ve settled on the tank dimensions for the aquarium scene, aiming for a height of 11.4 and a width of 18.2 on the 1280x800 canvas. This gives me a tank size of 16 x 8.8, which looks really nice! I’m pleased with how everything is aligning, and I think it will create a great visual experience. Now, I just need to ensure these dimensions work well with the overall design.**Refining 3D Geometry Settings**

I’m adjusting camera settings at coordinates (0.4, 0.3, 20) with a field of view (FOV) of 34, noting dimensions for the tank and camera heights. The tank dimensions look good, but the edges may be cut off by the HUD. I’m planning to make the 3D geometry visible by using a transparent rendering canvas. I'll also experiment with creating a gradient background with caustic textures to enhance the visual atmosphere.**Creating a Realistic 3D Scene**

I'm planning to enhance the 3D scene by applying gradients and subtle textures to the planes at z=-3. I'll add diffused light beams using transparent cone-like planes for a more dynamic effect. To make it realistic, I think I'll incorporate thousands of teal water particles floating in random positions within the tank. I'll also create a textured background canvas with a gradient, adding silhouettes of aquatic plants. Finally, I'll ensure proper light management using WebGL for ambient lighting.**Adjusting camera perspective**

I'm considering using a camera position at (0, 1.8, 19) and looking at (0, 0, 0), which involves a slight downward angle. This adjustment might cause some distortion in the bottom and top geometry. It seems like this perspective could lead to inaccuracies in the x/y mapping. I need to analyze how these changes affect the overall view to ensure everything appears as intended.**Building aquatic scenery features**

I’m planning to create a horizontal sculpted sand layer for the background, setting it across the bottom from y=-3.7 to -4.3, using ShapeGeometry with a canvas texture or perhaps a simplified plane. Then, I’ll build the ground at y=-4.05 with stones or coral clustering. For aquatic plants, I want to use TubeGeometry or curves to design 5-7 stalks with curved stems and custom leaf shapes, implementing parametric tapered geometry for a realistic look.**Designing fish and seaweed visuals**

I’m focusing on creating a scene with seaweed and fish. I think 6 stems of seaweed might work, while the fish should be the main attraction, with around 8-10 larger fish visible. Their geometry needs to be bright enough to stand out within 3 seconds. I’m considering various fish species, like large clownfish and blue or yellow tangs, and I'll utilize a custom 3D mesh to shape the fish bodies realistically. Let's ensure depth and color variations are well-planned!**Designing a fish tail**

I’m focusing on designing a fish tail in local coordinates with a pivot at x = -0.85. The shape starts at (0, 0) and includes points like (-0.48, 0.39) and (-0.34, 0.05). I’m considering a fork structure for the tail. I’ll create the tail using bezier curves to form smooth connections. I need to extrude the shape and consider an animated y rotation for the tail’s motion, just like a real fish sways in the water.**Evaluating shape geometry**

I need to use a shape extruded on the near surface to create a body surface in the y-z shape. I’m thinking about adding stripes as `Mesh` polygons on the front side, roughly at body surface. For the body parameter cross-section, I could incorporate rounded vertical bands. The body profile varies, so I’ll build stripes hugging the shape, with a narrow flat width and custom geometry strips. I could also consider arcs at specific x coordinates to enhance the design.**Creating mesh geometry**

I’m working on making a mesh quad strip for the x/y front surface, where the x position varies to create a curve based on y. I'll set up `bandGeometry` with vertices at the edges, adjusting both x and y values. The z body surface will be calculated plus a small offset. For this, I’ll use 8 rows and slightly adjust the widths based on y to create triangles. I think a white material with a rough texture would work well, ensuring the pattern doesn't cut off at the body edges.**Defining fish behavior**

I'm working on steering behavior for fish. Each fish will have a base steering to stay within boundaries and wander. I'll set the fish's velocity using a `Vector2`. For each frame, I’ll ease the wander direction to avoid chaos and update it with a slight random noise. 

I’ll also incorporate waypoints for the fish to swim toward, and implement a velocity based on angles and acceleration. Plus, I'll consider influences for the fish to flee if they get too close to something.**Handling pointer movements**

I'm thinking about how to create a ripple effect when the pointer moves. The danger state should be active until the mouse is still, indicating a nearby user. I’ll set the pointer intensity to 1 with each pointer event and reset an idle timer. Fish will flee for 2 seconds after the last pointer event. I’ll track whether the pointer is active using elapsed time to ensure everything flows smoothly.**Designing fish behavior**

I'm creating a pointer ray for each frame to check if fish intersect with a plane based on their z position. The plane equation will help determine this by matching the z coordinate. I need to ensure the pointer doesn't frighten the fish if it hasn't moved recently, so I'll let the pointer's strength decay over time. When the pointer is close to a fish, they should scatter based on their distance and urgency. I’m thinking about how to adjust their movement velocity to simulate an escape.**Steering fish movements**

I want to set the velocity of the fish as they approach their target using linear interpolation. If a fish hits the tank boundary, specifically at x ±6.6 or y between -3.2 and 3.2, I’ll steer them back toward the center. For the z range, I’m considering a slight sinusoidal drift to add some depth variation, keeping it between -2.0 and 1.8. This should create more dynamic movement in the water!**Creating a ripple effect**

I’m thinking about how to create a ripple effect that follows the mouse pointer in a 3D environment. I want to use a ring and place it at a specific z-coordinate. It’s possible that it may appear too large, so adjusting its size and opacity will be necessary. I'll set its position based on pointer movement and ensure it looks good in terms of perspective. The style could include a glowing cyan torus to enhance the visual effect, while also considering how fish in the area react.**Setting up pointer interactions**

I need to set event listeners for pointer movements, ideally on the window or the renderer's DOM element. I'll ensure that the CSS overlay allows pointer events only for controls. The `pointermove` event is crucial, and since this isn't a game, there's no need for a start condition. I'm thinking about how to implement UI controls in button mode, focusing on interactions that happen near the fish. This way, I can create an engaging experience without overwhelming the user.**Adapting UI for Mobile**

I need to make sure that at 375px, the UI isn't overloaded. The header should be compact, and I'm simplifying the top right. For the footer, it might stack. On mobile, the height needs to be adjusted; the brand should be around 20px from the top and the logo text smaller. The status chip on the top right could be hidden, and the bottom footer should flex vertically. I need to reserve enough scene for the aquarium while adjusting the camera view to fit the tank correctly based on its aspect.**Calculating Camera Perspective**

For a portrait view, to fit a width of 15.5 with an aspect ratio of .46, the vertical dimension needs to be 33.7. However, with a field of view (fov) of 34, I realize I would need to be positioned at a distance of 55. That distance feels quite far, which would make the fish look really tiny. I need to rethink the camera placement to ensure everything is visible and to maintain a proper size for the fish.**Evaluating scene scaling**

I'm trying to understand how to scale the scene horizontally on mobile. I think I can adjust `camera.position.z` based on the aspect ratio to fit the tank, which would occupy 80% of the width and 30% of the height. In portrait mode, a wide tank layout isn't working, so maybe I'll narrow the tank dimensions. I need to think about the aquarium's scaling to avoid compressing the fish too much while also keeping the overall layout responsive and visually appealing.**Adjusting camera settings**

I'm exploring different options for setting up the camera fit. Instead of making the tank full-width, I could crop the edges on mobile so that the fish remain in the central view. The goal is to avoid any horizontal scrollbar. I can resize the tank and reposition the fish independently in the x-direction. It seems the camera settings, possibly using Three.Perspective, might help create a more dynamic view, allowing me to adjust the FOV for optimal dimensions on mobile screens.**Updating fish boundaries**

I notice that while counting fish, some might be beyond the visible area, especially with a dynamic boundary that shrinks. It seems like I need to update the fish boundaries based on the aspect ratio and target region. I’m considering whether to scale the tank rails globally without compressing the fish. Instead, I might draw separate aquarium boundaries. The desktop tank dimensions are 15.4 in width and 8.5 in height, while mobile dimensions could work out to a width of 8.6 and height of 10.8.**Reevaluating tank dimensions**

I’m working on fitting dimensions for a tank in a portrait orientation. If my height is 10.5 and width is 4.8, it seems wrong! The perspective camera has a width-to-height aspect ratio. To fit a world x=8.5 in portrait, I’m finding the view height should be about 18.5. Increasing the tank height to around 14 and adjusting the width to 8.5 sounds good with a screen coverage of 76%. I’ll have to reposition the fish accordingly and ensure all components are responsive.**Configuring tank and fish layout**

I'm considering how to resize the aquarium based on orientation. I want to create tanks and environmental objects with generated geometry. Fish positions will need to be constrained by the viewport aspect ratio, which might require adjustments during a resize. For mobile, I'll set the tank width and height to 7.6 and 13.5, respectively. I plan to distribute nine fish in a grid based on the world area while ensuring they don’t overlap too much. Adjusting their scale both for mobile and desktop views seems key to keeping everything proportionate!**Considering scene resizing**

I'm thinking about how to handle resizing when the orientation switches. I wonder if I could just adapt the camera and world scale instead of a complete rebuild. A screenshot might be easier on a desktop, but it should work gracefully at 375. I want a robust dynamic implementation, maybe with a `worldRoot` tied to aquarium geometry. If mobile flips occur, I might rebuild the static scene while adjusting fish positions, but it's simpler to setup it for mobile initially and resize later.**Evaluating tank layout and environment setup**

I'm considering the tank's dimensions, particularly its width and height. There might be furniture overlays at the top and bottom inside. For mobile, the top header and bottom footer could be obscuring part of the aquarium scene, but I want the fish to remain visible. I plan to use the entire screen width for layouts, with tank height set at 84% on mobile. I'm also thinking about managing the environment setup in the scene with a group and addressing children for any cleaning required while rebuilding based on orientation.**Designing rock formations and plants**

I'm working on rock formations, specifically dodecahedrons placed in different positions like the base and scale. The colors are slate gray teal and warm beige, with a specific material property. I'll also add clusters of smaller rocks in various positions and scales.

For ground plants, I'll create seaweed with a curved path. These will include animated stems that sway, using creative geometry to mimic natural swaying movements and generating leaves via shape extrusion. It feels like a fun project!**Calculating tank parameters**

I’m working on the tank volume and fish behavior loop. I need to set up the coordinate bounds, which involve calculating the maximum and minimum positions for X and Y. For instance, the fish start positions will be manually set depending on the device—desktop can accommodate 10 fish while mobile fits 8. The fish types and their colors are defined, like clownfish and surgeonfish. Proper adjustments for camera coverage and UI layout are essential to avoid overlap and ensure visibility in the scene.**Determining fish sizes**

I'm figuring out the appropriate sizes for the fish, estimating them at about 0.60 to 0.95. Based on a scale factor, the body base size is calculated to be twice the length, which gives an overall measurement of 1.9. If I opt for a size of 0.75, that translates to a total of 1.5. The scene dimensions are moderate at 15.5 units wide, so I keep the body height around 0.6 to maintain proportions.**Analyzing design elements**

I'm working on the design specifications, focusing on the eye radius of 0.09, extending to x=0.61, which seems good. The dorsal fin is near the top and flat, and I plan to use `createFinShape` for its shape. The body unit has the dorsal fin positioned at x=-0.15, y=0.32, z=0, extending along x and y. The tail geometry extends to -1.4, and the overall main body length is approximately 1.5.**Adjusting visual elements**

I'm focusing on glass edges and adding a vertical gradient tint. Inside, I want to include plants and fish. The back plane texture will be at a specific depth, with rays positioned slightly behind that. The particle field positions need to be set carefully along the z-axis for proper layering. I'll also pay attention to drawing order and transparency, especially with the background plane and face overlays. I'm setting up the `addWallPane()` function for mesh material details.**Exploring bubble animation in visuals**

I'm considering using arrays and velocities to create distinct glints and groups of bubbles. I plan to create six streams of six bubble meshes, with each group featuring a glass sphere for highlights at specific positions. The bubbles will animate in a loop and will have various sizes. I want to ensure they’re correctly layered, so they appear in front of the background while still being behind the fish. I'll also include some plant swaying effects for added realism.**Designing plant and floor animation**

I'm working on the animation for rotating the entire plant around its base, making sure the root group origin is positioned correctly. The leaves and stems will move locally while I animate the rotation. For the sand floor texture, I think about using a `CanvasTexture` with some noise, applying it to a `PlaneGeometry`. I’ll ensure the camera’s position allows for a good view of the sandy floor, and I want to incorporate a rocky backdrop. The plants will be layered so they’re in front of the fish.**Designing footer layout**

I’m thinking about how to align the footer to the left and right with a thin line across the bottom. For the footer, I’m considering a position of absolute with flex properties to align and justify elements between the ends. 

Then for the caption, I'm picturing elements like location and section IDs to create habitat vibes, and I want some interaction cards with clear visuals, ensuring the fish are still visible and not too covered by any overlays.**Evaluating lighting materials**

I'm thinking about whether three recent uses are physically correct. I wonder if the PointLight intensity measured in candelas might be too huge. It seems like the `useLegacyLights` setting might have been removed, making it default to off, which raises some questions. 

Intensities of 35 feel strong, especially when using `MeshPhongMaterial` instead. I’ll consider using `MeshStandardMaterial` with specific ambient, hemisphere, and directional light settings. Keeping everything physically based sounds smart.**Setting up dimensions**

I’m working with mobile settings here: the field of view (FOV) is set to 32, and the camera position (z) is 25, which gives me a value of 14.2. The tank height is at 13.1, at 92% visibility. For width, I have an aspect ratio of 0.47, which results in a width of 6.68, where the tank width is 6.15, also at 92%. I’m feeling good about this setup! For desktop, the tank width is 15.2 with a height of 8.5. The visible values are looking great too!**Designing fish animation mechanics**

I'm considering the fish root's structure, where one eye is closer to the camera, and rotation occurs in the xy-plane while maintaining the z-axis position. The tail pivots need to be clearly defined, possibly using three curves for visual effect. I'll include dorsal and pectoral fins, ensuring the fish moves gently towards a goal that's randomized but constrained within its starting region. The motion should be smooth rather than chaotic, aiming for a targeted movement within a specific timeframe.**Considering fish scene resizing**

I’m thinking about how to resize the fish scene when moving from mobile to desktop. If I want to keep the fish count fixed initially on mobile, I could build new fish when the mode changes. To do this, I’d use `let fish=[];` and create a function to handle the fish school based on the mode. I’d also need to clear existing environments and update arrays as necessary. It looks like memory management is key, especially with shared geometries. Overall, it seems manageable!**Reviewing camera settings for geometry**

I’m examining how to manage geometry references for a fish model, thinking about mobile layout. First, I need to remove child elements to rebuild properly. Setting the boundaries and mobile mode based on the screen width makes sense. 

I’m calculating tank dimensions and camera settings tailored for mobile versus desktop. Keeping the camera’s perspective aligned with object centers is tricky but necessary. Finally, I’ll create a background texture suited for portrait mode. Everything looks good so far!**Designing canvas texture**

I'm thinking about creating a canvas texture, possibly using a pattern. The height will be critical for the gradient. I can use a linear gradient to transition from a warm aquamarine at the top to a deeper dark shade at the bottom. 

I also want to add some radial blooms for visual interest, like a gold-teal glow in one spot and a cyan effect elsewhere. It’s all about creating depth and atmosphere in the texture, so I’m excited to see how this turns out!**Implementing plant clusters**

I'm working on creating multiple stems for each kelp cluster with a function that sets positions and dimensions. I need to animate the sway of plants based on their position in desktop and mobile views. The coral structure will involve branches with specific curves, and I'm considering using `TubeGeometry` for smoothness while ensuring proper color application. The z-ordering is important, so I'll prioritize plant placements in front of rocks. Overall, it's about maintaining a nice visual balance.**Evaluating fog density and geometry**

I'm calculating fog density at a certain distance, like 19, and it looks like I need to consider density values and opacity. For example, at depth 20, I might see a density of .035 impacting visibility. I want to avoid making it overly complex with global settings. The scene geometry is essential, including the tank frame and its back plane. I think using a function like `makePanel` for panes could help structure this environment effectively.**Designing the fish tank setup**

I'm thinking about the tank's design, considering its width so the fish can swim comfortably. I need to ensure that the fish have boundaries, like a proper floor with plants. The framing is set at the desktop edges with specific coordinates. Fine—I'll also determine the camera direction. The mouse ring is positioned at a certain depth, adjusting for the tank's front pane. The ring size looks good too, and it animates nicely.**Ensuring geometry setup**

I need to ensure the `THREE.ExtrudeGeometry` has the correct fin orientation and bevel settings. It's important that the `extrudeSettings` have `bevelEnabled` set to true, as it may affect the geometry's extents. 

In my function `extrudeShape`, I’m creating a new `THREE.ExtrudeGeometry` object with several parameters, including `bevelSegments`, `steps`, `bevelSize`, and `bevelThickness`. The shape's geometry path is using `shape.bezierCurveTo`, which is supported.**Calculating distance and perspective**

I'm figuring out the distance with the vertical aspect perspective based on the camera's position and the Y offset. Alright, for a desktop with 1280 resolution at an aspect ratio of 1.6, the required width is approximately 19.99. The field of view is 30, and the screen height is 10.71. It looks like the tank height is 8.3, which is around 77%. I can aim for a target tank using a margin of 0.86, requiring a 20.5 width, and it fits well.**Considering canvas interaction**

I’m thinking about `window.devicePixelRatio` being invalid, and the canvas client seems fine. I need to ensure CORS is allowed for the CDN since I can't import addons. The rays on mobile devices might be too large, so maybe adding hovering details to highlight the fish could enhance the interaction. I want to make sure all aspects are working together smoothly to create a seamless user experience!**Analyzing interactions and updates**

I'm considering how the interaction with fish might differ based on camera perspective. I need to think through how rays intersect with the plane at the fish's position. I found that using a ring pointer at the right coordinates works well. There's an issue though—I'm reusing `pointerRay`, which could get messy. 

For the bubble update, I realized the bubble should start at a specific height and adjusts based on speed. Also, there's some animation involved, like plant sway and ray movement. I'll need to keep checking for these small details!**Mapping fish coordinates**

I'm analyzing the positions of fish in a UI, with 10 fish for desktop and 8 for mobile. I need to be cautious about potential overlap at screen edges. For mobile, I'm looking at the coordinates; the screen height and how fish travel through it. The plants range in positions, and I'm making sure everything fits well within the dimensions. Overall, it looks like I'm on the right track with this mapping!**Formatting UI Code & Design**

I’m going over the UI design, specifically for the tank view in pixels. I've settled on a width of 16.5 with a pixel ratio that suits mobile scaling. The header and footer might obscure edges, but that’s manageable. I’m planning to write clean code for the CSS, ensuring things like positioning and z-index are clear, and maintaining visibility of important elements without hiding the canvas too much. I want to communicate all this clearly in the design.**Designing Header Elements**

I'm focusing on the top header elements, specifically the letter spacing and layout for the brand tagline. The metrics will feature a "LIVE ECOSYSTEM" label with corresponding icons. For the temperature, I'm setting it to display 24.6°C, and I want to highlight the species count as well, indicating there are 10 species. In the desktop layout, this all goes to the top right. However, for mobile, I’ll hide the live-word and species count to simplify the view and make the temp smaller.**Considering design aesthetics**

I'm thinking about showing the desktop with some `white-space`, which could enhance the aesthetics, but it isn't strictly necessary. Maybe I should consider dynamic coral lighting and small labels too. I believe adding 3D details would make it look more like an actual tank — including aspects like a glass outline, lighting, plants, and fish. I definitely want to ensure the frame edges are visible and not hidden at the edges. Yes, that sounds right!**Considering camera settings and UI**

I'm thinking about how the camera aspect ratio uses the horizontal field, which equals the vertical multiplied by the aspect ratio. If the camera is angled and off-center, that could affect the rays' opacity, but in a minor way. 

About UI, at a resolution of 375, the header includes brand elements like `.brand-mark` at 40 and `.brand-copy` with kicker text at 8.5. The footer caption width needs consideration too.**Designing leaf geometry**

I'm considering a leaf design with a narrow width of 0.3 and double sides for material. I’m debating adding veins, but they might be too much. I’m also outlining a specific shape using bezier curves. The width will be around 0.26, with a slight extruded depth and bevel. I want to color the leaf for a flat look with some shading and will include a central vein. I’ll create a ray texture with bubbles positioned thoughtfully. It's a detailed process!**Creating bubble geometry**

I’m thinking that overlapping shapes would be a good idea. For bubble placement, I'm considering either z = -0.3 or 0.8, with some bubbles larger for emphasis. I plan to use `THREE.SphereGeometry` and `THREE.TorusGeometry` for the bubble units, allowing me to reuse geometries if the group is clear. I'll create a mesh with a shell and highlight the sphere. The animation will also include movement along the y-axis and position adjustments with a sine function. It’s all coming together!**Preparing HTML code**

I’m ready to start with the final HTML code, ensuring I gather all the necessary components. I think it’s important to include a guarantee to have one fenced code block for clarity. Okay, now I'm wondering, should I aim for about 700 lines? That should be sufficient for a complete document. It feels like an exciting project, so I’ll focus on getting everything together in a structured way!