Models 44

GPT-6.1 Terra

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

How it went

Total time
14 min 27 s
Cost
$0.340
Output tokens
67,990
Spent thinking
50,079 tokens
Speed
78.8 tok/s
Console errors
0
First token after
4.0 s
First visible text after
12 min 9 s
Prompt tokens
423
Code size
56.4 KB
Finish reason
stop
Served by
OpenAI
Model id
openai/gpt-6.1-terra
Reasoning sent
{"effort":"max"}
Max output
128,000 tokens
Generated
Nov 12, 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 · 1344 lines

<!DOCTYPE html>
<html lang="en">
<head>
  <meta charset="UTF-8">
  <meta name="viewport" content="width=device-width, initial-scale=1">
  <title>Stillwater — A Little Aquarium</title>
  <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>
  <style>
    :root {
      color-scheme: light;
      font-family: -apple-system, BlinkMacSystemFont, "Segoe UI", sans-serif;
      color: #203b33;
      background: #f0f3ed;
      font-synthesis: none;
    }
    * { box-sizing: border-box; }
    html, body { margin: 0; min-height: 100%; }
    body {
      overflow-x: hidden;
      background:
        radial-gradient(circle at 8% 0%, rgba(216, 230, 215, .7), transparent 31%),
        radial-gradient(circle at 100% 100%, rgba(222, 232, 218, .55), transparent 34%),
        #f1f3ee;
    }
    .shell {
      width: 100%;
      max-width: 1224px;
      padding: 0 32px;
      margin: 0 auto;
    }
    .site-header {
      height: 69px;
      display: flex;
      align-items: center;
      justify-content: space-between;
      border-bottom: 1px solid #d6dfd5;
    }
    .brand { display: flex; align-items: center; gap: 10px; }
    .brand-mark {
      width: 36px;
      height: 36px;
      display: grid;
      place-items: center;
      color: #e4f2df;
      background: #244e40;
      border-radius: 10px;
    }
    .brand-copy { display: flex; flex-direction: column; gap: 3px; }
    .brand-copy strong {
      font-size: 11px;
      letter-spacing: .16em;
      line-height: 1;
      font-weight: 800;
    }
    .brand-copy span {
      font-size: 8px;
      letter-spacing: .16em;
      color: #829588;
      font-weight: 700;
    }
    .header-right { display: flex; align-items: center; gap: 21px; }
    .header-note {
      font-size: 9px;
      letter-spacing: .16em;
      color: #83978a;
      font-weight: 700;
    }
    .header-divider { width: 1px; height: 19px; background: #d5ded5; }
    .issue {
      display: flex;
      align-items: center;
      gap: 7px;
      color: #537467;
      font-size: 9px;
      font-weight: 800;
      letter-spacing: .13em;
    }
    .issue-dot { width: 6px; height: 6px; border-radius: 50%; background: #80ab87; }
    .intro {
      display: flex;
      align-items: flex-end;
      justify-content: space-between;
      gap: 24px;
      padding: 25px 0 22px;
    }
    .eyebrow {
      display: flex;
      align-items: center;
      gap: 9px;
      color: #668b78;
      font-size: 9px;
      letter-spacing: .18em;
      font-weight: 800;
    }
    .eyebrow-line { width: 26px; height: 1px; background: #a7bbae; }
    h1 {
      margin: 7px 0 0;
      font-family: Georgia, "Times New Roman", serif;
      font-size: clamp(35px, 3.4vw, 45px);
      font-weight: 400;
      letter-spacing: -.045em;
      line-height: 1.05;
      color: #1b3930;
    }
    h1 em { font-weight: 400; color: #638d78; }
    .intro-note {
      margin: 0 1px 3px 0;
      color: #71877a;
      font-size: 12px;
      line-height: 1.65;
    }
    .aquarium-card {
      border-radius: 13px;
      box-shadow: 0 15px 45px rgba(43, 75, 56, .09), 0 3px 9px rgba(43, 75, 56, .04);
    }
    .tank {
      position: relative;
      isolation: isolate;
      height: clamp(380px, 56vh, 490px);
      overflow: hidden;
      border-radius: 13px 13px 0 0;
      cursor: crosshair;
      touch-action: none;
      background:
        radial-gradient(ellipse at 48% -18%, rgba(186, 244, 211, .38), transparent 56%),
        radial-gradient(ellipse at 72% 42%, rgba(75, 174, 155, .22), transparent 43%),
        linear-gradient(180deg, #46978f 0%, #2a7974 36%, #1c6460 67%, #144b48 100%);
    }
    .water-light {
      position: absolute;
      z-index: 0;
      inset: -10% -5%;
      pointer-events: none;
      background:
        linear-gradient(109deg, transparent 11%, rgba(212, 255, 221, .075) 17%, transparent 24%),
        linear-gradient(108deg, transparent 30%, rgba(204, 255, 222, .065) 36%, transparent 43%),
        linear-gradient(106deg, transparent 60%, rgba(214, 255, 227, .045) 66%, transparent 73%);
      transform-origin: top center;
      animation: light-drift 10s ease-in-out infinite alternate;
    }
    @keyframes light-drift {
      from { transform: translateX(-1%) scaleX(1); opacity: .65; }
      to { transform: translateX(2%) scaleX(1.04); opacity: 1; }
    }
    #aquarium {
      position: absolute;
      z-index: 2;
      inset: 0;
      display: block;
      width: 100%;
      height: 100%;
    }
    .glass {
      position: absolute;
      z-index: 3;
      inset: 0;
      pointer-events: none;
      border: 1px solid rgba(223, 255, 237, .35);
      border-radius: inherit;
      box-shadow: inset 0 1px 0 rgba(255,255,255,.32), inset 0 0 65px rgba(5, 43, 39, .22);
      background:
        linear-gradient(90deg, rgba(7, 55, 49, .14), transparent 12%, transparent 87%, rgba(7, 49, 45, .13)),
        linear-gradient(180deg, rgba(13, 70, 62, .06), transparent 24%, transparent 78%, rgba(8, 44, 38, .08));
    }
    .scene-label, .live-tag, .hint, .tank-index {
      position: absolute;
      z-index: 4;
      pointer-events: none;
    }
    .scene-label { top: 24px; left: 27px; color: #f3fff1; text-shadow: 0 1px 12px rgba(9, 55, 48, .35); }
    .scene-label .tiny {
      display: flex;
      align-items: center;
      gap: 8px;
      font-size: 9px;
      letter-spacing: .18em;
      font-weight: 800;
      opacity: .8;
    }
    .scene-label .tiny i { width: 19px; height: 1px; background: currentColor; opacity: .8; }
    .scene-label .name {
      margin-top: 6px;
      font-family: Georgia, "Times New Roman", serif;
      font-size: 23px;
      letter-spacing: -.025em;
    }
    .scene-label .name span {
      margin-left: 5px;
      font-family: -apple-system, BlinkMacSystemFont, "Segoe UI", sans-serif;
      font-size: 9px;
      font-weight: 600;
      color: rgba(233, 255, 238, .68);
      letter-spacing: .08em;
      vertical-align: middle;
    }
    .live-tag {
      top: 24px;
      right: 26px;
      display: flex;
      align-items: center;
      gap: 8px;
      padding: 9px 11px;
      border: 1px solid rgba(224, 255, 237, .27);
      border-radius: 30px;
      background: rgba(17, 72, 65, .24);
      color: #e9fff0;
      font-size: 9px;
      font-weight: 800;
      letter-spacing: .13em;
      backdrop-filter: blur(8px);
    }
    .live-tag i {
      width: 6px;
      height: 6px;
      border-radius: 50%;
      background: #b8f5c2;
      box-shadow: 0 0 0 3px rgba(184, 245, 194, .15);
    }
    .hint {
      left: 23px;
      bottom: 20px;
      display: flex;
      align-items: center;
      gap: 11px;
      padding: 10px 14px 10px 10px;
      border: 1px solid rgba(229, 255, 236, .22);
      border-radius: 9px;
      background: rgba(18, 62, 55, .55);
      box-shadow: 0 4px 18px rgba(13, 55, 46, .1);
      color: #f2fff2;
      backdrop-filter: blur(10px);
    }
    .hint-icon {
      display: grid;
      place-items: center;
      width: 33px;
      height: 33px;
      flex: 0 0 auto;
      border-radius: 7px;
      background: rgba(218, 255, 222, .13);
    }
    .hint-copy { display: flex; flex-direction: column; gap: 3px; }
    .hint-copy strong { font-size: 11px; font-weight: 700; }
    .hint-copy span { font-size: 10px; color: rgba(237, 255, 237, .74); }
    .touch-copy { display: none; }
    .tank-index {
      right: 25px;
      bottom: 24px;
      color: rgba(244, 255, 237, .8);
      text-align: right;
      text-shadow: 0 1px 8px rgba(20, 54, 42, .55);
      font-size: 9px;
      line-height: 1.7;
      letter-spacing: .15em;
      font-weight: 700;
    }
    .tank-index span { opacity: .65; font-weight: 500; }
    .tap-ripple {
      position: absolute;
      z-index: 5;
      width: 135px;
      height: 135px;
      border: 1px solid rgba(225,255,239,.8);
      border-radius: 50%;
      pointer-events: none;
      transform: translate(-50%, -50%) scale(.08);
      animation: tap-ripple .9s ease-out forwards;
      box-shadow: 0 0 0 8px rgba(227,255,236,.1), inset 0 0 15px rgba(230,255,239,.12);
    }
    @keyframes tap-ripple {
      0% { opacity: .85; transform: translate(-50%, -50%) scale(.08); }
      100% { opacity: 0; transform: translate(-50%, -50%) scale(1.25); }
    }
    .info-bar {
      min-height: 88px;
      padding: 0 24px;
      display: grid;
      grid-template-columns: minmax(230px, 1.65fr) repeat(3, minmax(105px, .8fr)) auto;
      align-items: center;
      gap: 0;
      background: #fbfcf8;
      border: 1px solid #d9e2d8;
      border-top: none;
      border-radius: 0 0 13px 13px;
    }
    .habitat { display: flex; align-items: center; gap: 12px; min-width: 0; }
    .habitat-icon {
      flex: 0 0 auto;
      width: 40px;
      height: 40px;
      display: grid;
      place-items: center;
      border-radius: 10px;
      color: #5b9675;
      background: #e9f1e7;
    }
    .info-label {
      display: block;
      margin-bottom: 5px;
      color: #91a196;
      font-size: 9px;
      font-weight: 800;
      letter-spacing: .13em;
      white-space: nowrap;
    }
    .habitat-name { color: #28483a; font-size: 13px; font-weight: 700; white-space: nowrap; }
    .stat { min-width: 0; padding-left: 22px; border-left: 1px solid #e5ebe4; }
    .stat-value { color: #28483b; font-size: 14px; font-weight: 700; white-space: nowrap; }
    .stat-value span { font-size: 11px; font-weight: 500; color: #84958a; }
    .tap-button {
      height: 40px;
      display: inline-flex;
      justify-content: center;
      align-items: center;
      gap: 8px;
      padding: 0 15px;
      border: 1px solid #245346;
      border-radius: 8px;
      background: #28594a;
      color: #f4fff3;
      font: inherit;
      font-size: 11px;
      font-weight: 700;
      white-space: nowrap;
      cursor: pointer;
      transition: background .2s, transform .2s, box-shadow .2s;
    }
    .tap-button:hover { background: #1d493c; box-shadow: 0 4px 12px rgba(33, 78, 58, .18); transform: translateY(-1px); }
    .tap-button:active { transform: translateY(1px); box-shadow: none; }
    .tap-button:focus-visible { outline: 3px solid #8ebda2; outline-offset: 3px; }
    .tap-short { display: none; }
    .page-footer {
      display: flex;
      align-items: center;
      justify-content: space-between;
      gap: 12px;
      padding: 20px 1px 22px;
      color: #9aa99d;
      font-size: 9px;
      font-weight: 700;
      letter-spacing: .12em;
    }
    .footer-right { display: flex; align-items: center; gap: 8px; }
    .footer-right svg { color: #80a58e; }
    .sr-only {
      position: absolute;
      width: 1px;
      height: 1px;
      padding: 0;
      margin: -1px;
      overflow: hidden;
      clip: rect(0,0,0,0);
      white-space: nowrap;
      border: 0;
    }

    /* A small illustrated first-paint fallback while the 3D scene loads. */
    .fallback { position: absolute; z-index: 1; inset: 0; transition: opacity .35s; pointer-events: none; }
    .tank.ready .fallback { opacity: 0; visibility: hidden; }
    .fallback-bed {
      position: absolute;
      bottom: -10%;
      left: -5%;
      width: 110%;
      height: 27%;
      border-radius: 50% 50% 0 0;
      background: #bbb99a;
    }
    .fallback-weed {
      position: absolute;
      bottom: 9%;
      left: var(--x);
      height: var(--h);
      width: 11px;
      border-radius: 90% 10% 80% 10%;
      background: #4b9a6d;
      transform: rotate(var(--r));
      transform-origin: bottom;
      box-shadow: 18px 8px 0 -2px #347b5d, -17px 19px 0 -2px #69aa75, 32px 27px 0 -3px #518e5f;
    }
    .fallback-fish {
      position: absolute;
      left: var(--x);
      top: var(--y);
      width: 53px;
      height: 27px;
      background: var(--color);
      border-radius: 55% 48% 48% 55%;
      box-shadow: inset 0 -7px 9px rgba(255,255,255,.18);
      animation: fallback-swim 7s ease-in-out var(--delay) infinite alternate;
    }
    .fallback-fish::before {
      content: "";
      position: absolute;
      left: -18px;
      top: 1px;
      border-top: 13px solid transparent;
      border-bottom: 13px solid transparent;
      border-left: 20px solid var(--color);
    }
    .fallback-fish::after {
      content: "";
      position: absolute;
      right: 10px;
      top: 7px;
      width: 5px;
      height: 5px;
      border-radius: 50%;
      background: #24443d;
      box-shadow: 1px -1px 0 1px rgba(255,255,255,.65);
    }
    @keyframes fallback-swim {
      from { transform: translateX(-18px) scale(var(--scale)); }
      to { transform: translateX(32px) scale(var(--scale)); }
    }
    @media (max-width: 850px) {
      .header-note { display: none; }
      .header-divider { display: none; }
      .info-bar { grid-template-columns: minmax(195px, 1.5fr) repeat(3, minmax(85px, .8fr)) auto; padding-left: 17px; padding-right: 17px; }
      .stat { padding-left: 14px; }
    }
    @media (max-width: 620px) {
      .shell { padding: 0 17px; }
      .site-header { height: 63px; }
      .intro { padding: 23px 0 20px; }
      h1 { font-size: clamp(31px, 8.5vw, 39px); }
      .intro-note { display: none; }
      .tank { height: clamp(365px, 52vh, 425px); }
      .scene-label { top: 19px; left: 19px; }
      .scene-label .name { font-size: 21px; }
      .live-tag { top: 19px; right: 18px; }
      .hint { left: 15px; bottom: 15px; max-width: calc(100% - 30px); }
      .tank-index { display: none; }
      .info-bar {
        min-height: 0;
        padding: 16px;
        grid-template-columns: repeat(3, minmax(0, 1fr));
        row-gap: 17px;
      }
      .habitat { grid-column: 1 / 3; gap: 9px; }
      .habitat-icon { width: 36px; height: 36px; }
      .habitat-name { font-size: 12px; }
      .tap-button { grid-column: 3; padding: 0 6px; font-size: 10px; }
      .tap-long { display: none; }
      .tap-short { display: inline; }
      .stat { padding: 0; border: 0; }
      .info-label { font-size: 8px; }
      .page-footer { font-size: 8px; letter-spacing: .09em; }
    }
    @media (hover: none) and (pointer: coarse) {
      .mouse-copy { display: none; }
      .touch-copy { display: inline; }
    }
    @media (prefers-reduced-motion: reduce) {
      .water-light, .fallback-fish { animation-duration: 25s; }
    }
  </style>
</head>
<body>
  <div class="shell">
    <header class="site-header">
      <div class="brand">
        <div class="brand-mark" aria-hidden="true">
          <svg width="25" height="25" viewBox="0 0 28 28" fill="none">
            <path d="M5 14c3.1-4.4 8.6-5.5 13-2.7l4-2v9.3l-4-2C13.6 19.5 8.1 18.4 5 14Z" stroke="currentColor" stroke-width="1.45" stroke-linejoin="round"/>
            <circle cx="10.2" cy="13" r="1" fill="currentColor"/>
            <path d="M5 22c2.1-1.2 4.3-1.2 6.4 0 2.1 1.2 4.3 1.2 6.4 0 2.1-1.2 4.2-1.2 6.2 0M20 5.5h.01M23 7.5h.01" stroke="currentColor" stroke-width="1.3" stroke-linecap="round"/>
          </svg>
        </div>
        <div class="brand-copy">
          <strong>STILLWATER</strong>
          <span>A DIGITAL AQUARIUM</span>
        </div>
      </div>
      <div class="header-right">
        <span class="header-note">A SMALL SPACE TO SLOW DOWN</span>
        <span class="header-divider"></span>
        <span class="issue"><i class="issue-dot"></i> VOLUME 01</span>
      </div>
    </header>

    <main>
      <div class="intro">
        <div>
          <div class="eyebrow"><span>YOUR MOMENT OF CALM</span><span class="eyebrow-line"></span><span>NO. 01</span></div>
          <h1>A little room to <em>breathe.</em></h1>
        </div>
        <p class="intro-note">A tiny underwater world, just for you.<br>Take a breath and stay a while.</p>
      </div>

      <section class="aquarium-card" aria-label="Interactive aquarium">
        <div class="tank" id="tank">
          <div class="water-light"></div>
          <div class="fallback" aria-hidden="true">
            <div class="fallback-bed"></div>
            <div class="fallback-weed" style="--x:8%;--h:39%;--r:-12deg"></div>
            <div class="fallback-weed" style="--x:87%;--h:35%;--r:12deg"></div>
            <div class="fallback-weed" style="--x:30%;--h:19%;--r:-8deg"></div>
            <div class="fallback-weed" style="--x:70%;--h:21%;--r:9deg"></div>
            <div class="fallback-fish" style="--x:18%;--y:29%;--color:#efae78;--delay:-1s;--scale:1.1"></div>
            <div class="fallback-fish" style="--x:34%;--y:48%;--color:#8de0cd;--delay:-3s;--scale:.85"></div>
            <div class="fallback-fish" style="--x:47%;--y:25%;--color:#f6c78e;--delay:-2s;--scale:.9"></div>
            <div class="fallback-fish" style="--x:62%;--y:47%;--color:#f09b7c;--delay:-4s;--scale:1.15"></div>
            <div class="fallback-fish" style="--x:75%;--y:28%;--color:#a2e0d0;--delay:-5s;--scale:.8"></div>
            <div class="fallback-fish" style="--x:27%;--y:65%;--color:#f6d99f;--delay:-6s;--scale:.75"></div>
            <div class="fallback-fish" style="--x:52%;--y:66%;--color:#8ddac8;--delay:-.5s;--scale:.75"></div>
          </div>
          <canvas id="aquarium" role="img" aria-label="A three-dimensional aquarium with swimming fish. Move your cursor near the fish and they swim away."></canvas>
          <div class="glass"></div>
          <div class="scene-label">
            <div class="tiny">THE AQUARIUM <i></i> 01</div>
            <div class="name">The Shallows <span>/ FRESHWATER</span></div>
          </div>
          <div class="live-tag"><i></i> LIVE HABITAT</div>
          <div class="hint">
            <div class="hint-icon" aria-hidden="true">
              <svg width="21" height="21" viewBox="0 0 24 24" fill="none">
                <path d="m5 3 5.6 15.2 2.4-5 5-2.4L5 3Z" stroke="currentColor" stroke-width="1.5" stroke-linejoin="round"/>
                <path d="m13 13 3.2 5.7M18.5 3.5v3M17 5h3" stroke="currentColor" stroke-width="1.4" stroke-linecap="round"/>
              </svg>
            </div>
            <div class="hint-copy">
              <strong>They're a little shy</strong>
              <span class="mouse-copy">Move your cursor near the fish.</span>
              <span class="touch-copy">Touch the water near the fish.</span>
            </div>
          </div>
          <div class="tank-index">A LITTLE WORLD, ALIVE<br><span>TAKE YOUR TIME / 01</span></div>
        </div>

        <div class="info-bar">
          <div class="habitat">
            <div class="habitat-icon" aria-hidden="true">
              <svg width="23" height="23" viewBox="0 0 24 24" fill="none">
                <path d="M12 3.2c2.4 3.4 5.7 6.7 5.7 10.2a5.7 5.7 0 1 1-11.4 0C6.3 9.9 9.6 6.6 12 3.2Z" stroke="currentColor" stroke-width="1.5"/>
                <path d="M9.4 14.2c.1 1.4 1 2.3 2.3 2.5" stroke="currentColor" stroke-width="1.4" stroke-linecap="round"/>
              </svg>
            </div>
            <div><span class="info-label">THE HABITAT</span><div class="habitat-name">Freshwater escape</div></div>
          </div>
          <div class="stat"><span class="info-label">WATER TEMP.</span><div class="stat-value">24<span>°C</span></div></div>
          <div class="stat"><span class="info-label">RESIDENTS</span><div class="stat-value"><span id="resident-count" style="font-size:14px;font-weight:700;color:#28483b">14</span> <span>fish</span></div></div>
          <div class="stat"><span class="info-label">THE CURRENT</span><div class="stat-value">Gentle</div></div>
          <button class="tap-button" id="tap-button" type="button" aria-label="Tap the glass and make the fish scatter">
            <svg width="16" height="16" viewBox="0 0 20 20" fill="none" aria-hidden="true">
              <circle cx="10" cy="10" r="2" stroke="currentColor" stroke-width="1.4"/>
              <circle cx="10" cy="10" r="5.1" stroke="currentColor" stroke-width="1.2" opacity=".8"/>
              <circle cx="10" cy="10" r="8.2" stroke="currentColor" stroke-width="1.1" opacity=".55"/>
            </svg>
            <span class="tap-long">Tap the glass</span><span class="tap-short">Tap glass</span>
          </button>
        </div>
      </section>

      <footer class="page-footer">
        <span>AN INTERACTIVE AQUARIUM</span>
        <span class="footer-right">
          MADE FOR A QUIETER MOMENT
          <svg width="18" height="12" viewBox="0 0 18 12" fill="none" aria-hidden="true"><path d="M1 4c1.4-1 2.8-1 4.2 0 1.4 1 2.8 1 4.2 0 1.4-1 2.8-1 4.2 0 1.2.9 2.3 1 3.4.4M1 8c1.4-1 2.8-1 4.2 0 1.4 1 2.8 1 4.2 0 1.4-1 2.8-1 4.2 0 1.2.9 2.3 1 3.4.4" stroke="currentColor" stroke-width="1.2" stroke-linecap="round"/></svg>
        </span>
      </footer>
    </main>
  </div>
  <div class="sr-only" id="announcer" aria-live="polite"></div>

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

    const tank = document.getElementById('tank');
    const canvas = document.getElementById('aquarium');
    const tapButton = document.getElementById('tap-button');
    const announcer = document.getElementById('announcer');

    function startAquarium() {
      let renderer;
      try {
        renderer = new THREE.WebGLRenderer({ canvas, alpha: true, antialias: true, powerPreference: 'high-performance' });
      } catch (e) {
        return;
      }
      renderer.setPixelRatio(Math.min(window.devicePixelRatio || 1, 1.6));
      renderer.setClearColor(0x000000, 0);
      renderer.outputColorSpace = THREE.SRGBColorSpace;
      renderer.toneMapping = THREE.ACESFilmicToneMapping;
      renderer.toneMappingExposure = 1.0;

      const scene = new THREE.Scene();
      const camera = new THREE.OrthographicCamera(-9, 9, 3.75, -3.75, 0.1, 100);
      camera.position.set(0, 3.4, 22);
      camera.lookAt(0, 0, 0);

      scene.add(new THREE.HemisphereLight(0xd9fff0, 0x345743, 1.35));
      const sunlight = new THREE.DirectionalLight(0xfff1d4, 2.0);
      sunlight.position.set(-5, 8, 10);
      scene.add(sunlight);
      const fill = new THREE.DirectionalLight(0x9fe4d9, 0.65);
      fill.position.set(7, 3, -6);
      scene.add(fill);

      let randomSeed = 912487;
      function random() {
        randomSeed = (Math.imul(randomSeed, 1664525) + 1013904223) >>> 0;
        return randomSeed / 4294967296;
      }
      const between = (a, b) => a + (b - a) * random();
      const clamp = THREE.MathUtils.clamp;
      const fishes = [];
      let boundsX = 8.15;
      let mobileFishScale = 1;

      function resize() {
        const width = Math.max(1, tank.clientWidth);
        const height = Math.max(1, tank.clientHeight);
        const aspect = width / height;
        const halfHeight = 3.75;
        camera.left = -halfHeight * aspect;
        camera.right = halfHeight * aspect;
        camera.top = halfHeight;
        camera.bottom = -halfHeight;
        camera.updateProjectionMatrix();
        renderer.setSize(width, height, false);
        boundsX = Math.max(1.75, Math.min(8.15, camera.right - 0.75));
        mobileFishScale = aspect < 1.15 ? 0.87 : 1;
        for (const f of fishes) {
          f.root.scale.setScalar(f.size * mobileFishScale);
          if (Math.abs(f.pos.x) > boundsX) {
            f.pos.x = Math.sign(f.pos.x) * (boundsX - 0.1);
            f.velocity.x = -Math.sign(f.pos.x) * Math.abs(f.velocity.x);
          }
        }
      }
      resize();
      const resizeObserver = new ResizeObserver(resize);
      resizeObserver.observe(tank);

      // Softly undulating sand, with individual pebbles.
      function floorY(x, z) {
        return -2.9 + .045 * Math.sin(x * 1.2 + z * .65) + .035 * Math.cos(x * .48 - z * 1.15);
      }
      const floorGeometry = new THREE.PlaneGeometry(27, 10.2, 76, 24);
      const floorPositions = floorGeometry.attributes.position;
      const floorColors = [];
      const sandA = new THREE.Color(0xa8ae8e);
      const sandB = new THREE.Color(0xd5cca9);
      for (let i = 0; i < floorPositions.count; i++) {
        const x = floorPositions.getX(i);
        const z = -floorPositions.getY(i);
        floorPositions.setZ(i, floorY(x, z) + 2.9);
        const shade = clamp(.63 + .12 * Math.sin(x * .7 + z * .8) + .06 * Math.cos(x * 2.1 - z), 0, 1);
        const c = sandA.clone().lerp(sandB, shade);
        floorColors.push(c.r, c.g, c.b);
      }
      floorGeometry.setAttribute('color', new THREE.Float32BufferAttribute(floorColors, 3));
      floorGeometry.computeVertexNormals();
      const floor = new THREE.Mesh(floorGeometry, new THREE.MeshStandardMaterial({
        vertexColors: true, roughness: 1, side: THREE.DoubleSide
      }));
      floor.rotation.x = -Math.PI / 2;
      floor.position.y = -2.9;
      scene.add(floor);

      const sandFace = new THREE.Mesh(
        new THREE.PlaneGeometry(27, 1.8),
        new THREE.MeshStandardMaterial({ color: 0xa4a78b, roughness: 1 })
      );
      sandFace.position.set(0, -3.8, 5.05);
      scene.add(sandFace);

      const pebbleGeometry = new THREE.SphereGeometry(1, 9, 7);
      const pebbleMaterial = new THREE.MeshStandardMaterial({ color: 0xffffff, roughness: 1 });
      const pebbles = new THREE.InstancedMesh(pebbleGeometry, pebbleMaterial, 180);
      const dummy = new THREE.Object3D();
      const pebblePalette = [0xcfc4a4, 0xe0d4b3, 0x969c7e, 0xb6b291, 0x8f9d82];
      for (let i = 0; i < 180; i++) {
        const x = between(-10.7, 10.7);
        const z = between(-4.8, 4.8);
        const r = between(.025, .075) * (random() > .9 ? 1.55 : 1);
        dummy.position.set(x, floorY(x, z) + r * .26, z);
        dummy.scale.set(r * between(1, 1.6), r * between(.35, .65), r);
        dummy.rotation.set(0, between(0, Math.PI), between(-.12, .12));
        dummy.updateMatrix();
        pebbles.setMatrixAt(i, dummy.matrix);
        pebbles.setColorAt(i, new THREE.Color(pebblePalette[Math.floor(random() * pebblePalette.length)]));
      }
      pebbles.instanceMatrix.needsUpdate = true;
      if (pebbles.instanceColor) pebbles.instanceColor.needsUpdate = true;
      scene.add(pebbles);

      // Rounded stones and their soft shadows.
      const shadowGeometry = new THREE.CircleGeometry(1, 28);
      const shadowMaterial = new THREE.MeshBasicMaterial({ color: 0x294d39, transparent: true, opacity: .16, depthWrite: false });
      function groundShadow(x, z, sx, sz) {
        const shadow = new THREE.Mesh(shadowGeometry, shadowMaterial);
        shadow.rotation.x = -Math.PI / 2;
        shadow.scale.set(sx, sz, 1);
        shadow.position.set(x, floorY(x, z) + .018, z);
        scene.add(shadow);
      }
      const rockGeometry = new THREE.SphereGeometry(1, 22, 15);
      const rockPositions = rockGeometry.attributes.position;
      for (let i = 0; i < rockPositions.count; i++) {
        const x = rockPositions.getX(i), y = rockPositions.getY(i), z = rockPositions.getZ(i);
        const n = 1 + .075 * Math.sin(x * 7 + y * 9 + z * 5) + .04 * Math.sin(x * 13 - y * 5 + z * 11);
        rockPositions.setXYZ(i, x * n, y * n, z * n);
      }
      rockGeometry.computeVertexNormals();
      const rockMaterials = [0x708879, 0x899789, 0x627c6d, 0xa1a693, 0x7b8d7c].map(
        color => new THREE.MeshStandardMaterial({ color, roughness: .94 })
      );
      function addRock(x, z, sx, sy, sz, materialIndex) {
        groundShadow(x, z, sx * 1.2, sz * 1.1);
        const rock = new THREE.Mesh(rockGeometry, rockMaterials[materialIndex % rockMaterials.length]);
        rock.position.set(x, floorY(x, z) + sy * .48, z);
        rock.scale.set(sx, sy, sz);
        rock.rotation.set(between(-.18, .18), between(0, 3), between(-.2, .2));
        scene.add(rock);
      }
      [
        [-7.4,-1.7,.95,.56,.72,0], [-6.4,-.7,.68,.4,.55,1], [-5.7,-2.4,.52,.32,.46,2],
        [7.1,-1.4,.98,.57,.76,0], [6.2,.2,.78,.42,.58,1], [5.1,-2.4,.58,.34,.49,3],
        [-3.8,-2.8,.39,.24,.34,1], [2.15,-2.8,.45,.27,.39,2], [3.5,1.3,.34,.21,.3,4]
      ].forEach(r => addRock(...r));

      // Tapered pieces of driftwood.
      const woodMaterial = new THREE.MeshStandardMaterial({ color: 0x706954, roughness: 1, side: THREE.DoubleSide });
      function addBranch(points, startRadius, endRadius) {
        const curve = new THREE.CatmullRomCurve3(points.map(p => new THREE.Vector3(...p)));
        const segments = 32, sides = 9;
        const frames = curve.computeFrenetFrames(segments, false);
        const vertices = [], indices = [];
        for (let i = 0; i <= segments; i++) {
          const t = i / segments;
          const point = curve.getPointAt(t);
          const radius = THREE.MathUtils.lerp(startRadius, endRadius, t) * (1 + .045 * Math.sin(t * 27));
          for (let j = 0; j <= sides; j++) {
            const a = j / sides * Math.PI * 2;
            const cs = Math.cos(a), sn = Math.sin(a);
            const n = frames.normals[i], b = frames.binormals[i];
            vertices.push(
              point.x + radius * (n.x * cs + b.x * sn),
              point.y + radius * (n.y * cs + b.y * sn),
              point.z + radius * (n.z * cs + b.z * sn)
            );
          }
        }
        for (let i = 0; i < segments; i++) {
          for (let j = 0; j < sides; j++) {
            const a = i * (sides + 1) + j, b = a + sides + 1;
            indices.push(a, b, a + 1, b, b + 1, a + 1);
          }
        }
        const geometry = new THREE.BufferGeometry();
        geometry.setAttribute('position', new THREE.Float32BufferAttribute(vertices, 3));
        geometry.setIndex(indices);
        geometry.computeVertexNormals();
        scene.add(new THREE.Mesh(geometry, woodMaterial));
      }
      groundShadow(-1.9, -.1, 1.25, .45);
      addBranch([[-3.0,-2.84,.1],[-2.45,-2.62,-.1],[-1.7,-2.64,-.2],[-.8,-2.82,-.1]], .21, .09);
      addBranch([[-2.25,-2.65,-.1],[-2.02,-2.37,-.13],[-1.92,-2.11,-.18]], .095, .018);
      addBranch([[-1.53,-2.66,-.18],[-1.25,-2.43,-.2],[-.98,-2.4,-.16]], .075, .015);

      // Individual, gently swaying leaves give the plants real depth.
      const swayables = [];
      const bladeMaterial = new THREE.MeshStandardMaterial({ vertexColors: true, side: THREE.DoubleSide, roughness: .9 });
      const veinMaterial = new THREE.LineBasicMaterial({ color: 0xbbe5ae, transparent: true, opacity: .22, depthWrite: false });
      function makeBlade(height, width, bend, rootColor, tipColor, phase) {
        const segments = 16;
        const verts = [], colors = [], indices = [], vein = [];
        const root = new THREE.Color(rootColor);
        const tip = new THREE.Color(tipColor).multiplyScalar(between(.88, 1.08));
        for (let i = 0; i <= segments; i++) {
          const t = i / segments;
          const centerX = bend * t * t + .055 * Math.sin(t * 4.5 + phase) * t;
          const centerZ = .085 * Math.sin(t * 3 + phase) * t;
          const w = width * (.04 + .96 * Math.pow(Math.sin(Math.PI * t), .75)) * .5;
          verts.push(centerX - w, height * t, centerZ, centerX + w, height * t, centerZ);
          const col = root.clone().lerp(tip, .12 + t * .83);
          colors.push(col.r, col.g, col.b, col.r, col.g, col.b);
          vein.push(new THREE.Vector3(centerX, height * t, centerZ + .012));
          if (i < segments) {
            const a = i * 2;
            indices.push(a, a + 1, a + 2, a + 1, a + 3, a + 2);
          }
        }
        const geo = new THREE.BufferGeometry();
        geo.setAttribute('position', new THREE.Float32BufferAttribute(verts, 3));
        geo.setAttribute('color', new THREE.Float32BufferAttribute(colors, 3));
        geo.setIndex(indices);
        geo.computeVertexNormals();
        const node = new THREE.Group();
        node.add(new THREE.Mesh(geo, bladeMaterial));
        node.add(new THREE.Line(new THREE.BufferGeometry().setFromPoints(vein), veinMaterial));
        return node;
      }
      function addGrass(x, z, count, height, spread, root, tip) {
        for (let i = 0; i < count; i++) {
          const px = x + between(-spread, spread);
          const pz = z + between(-.5, .5);
          const phase = between(0, Math.PI * 2);
          const blade = makeBlade(height * between(.65, 1.15), between(.12, .25), between(-.65, .65), root, tip, phase);
          blade.position.set(px, floorY(px, pz) - .015, pz);
          const base = between(-.2, .2);
          blade.rotation.z = base;
          scene.add(blade);
          swayables.push({ node: blade, base, phase, amount: between(.025, .055) });
        }
      }
      addGrass(-8.0, -3.0, 12, 2.85, .75, 0x205b43, 0x77c487);
      addGrass(-6.85, .9, 10, 2.05, .72, 0x235e42, 0x91c87c);
      addGrass(8.0, -2.9, 12, 2.9, .75, 0x1f6248, 0x75c78d);
      addGrass(6.8, .8, 10, 2.15, .72, 0x285e42, 0x9aca84);
      addGrass(-3.0, -2.9, 7, 1.28, .48, 0x2c684a, 0x8cc58b);
      addGrass(3.0, -2.8, 7, 1.42, .45, 0x286647, 0x85c78b);
      addGrass(.1, 2.4, 5, .56, .55, 0x356e49, 0x94c58a);

      const leafShape = new THREE.Shape();
      leafShape.moveTo(0, 0);
      leafShape.bezierCurveTo(.13, .12, .32, .27, .52, .25);
      leafShape.bezierCurveTo(.38, .09, .18, -.045, 0, 0);
      const leafGeometry = new THREE.ShapeGeometry(leafShape, 12);
      const fernMats = {
        green: [
          new THREE.MeshStandardMaterial({ color: 0x5da77a, side: THREE.DoubleSide, roughness: .9 }),
          new THREE.MeshStandardMaterial({ color: 0x78b78a, side: THREE.DoubleSide, roughness: .9 })
        ],
        red: [
          new THREE.MeshStandardMaterial({ color: 0xa76558, side: THREE.DoubleSide, roughness: .9 }),
          new THREE.MeshStandardMaterial({ color: 0xc38670, side: THREE.DoubleSide, roughness: .9 })
        ],
        olive: [
          new THREE.MeshStandardMaterial({ color: 0x7fa56b, side: THREE.DoubleSide, roughness: .9 }),
          new THREE.MeshStandardMaterial({ color: 0x9bb579, side: THREE.DoubleSide, roughness: .9 })
        ]
      };
      const stemGreen = new THREE.MeshStandardMaterial({ color: 0x47795a, roughness: 1 });
      const stemRed = new THREE.MeshStandardMaterial({ color: 0x815a49, roughness: 1 });
      function addFern(x, z, height, kind) {
        const group = new THREE.Group();
        group.position.set(x, floorY(x, z), z);
        for (let s = 0; s < 2; s++) {
          const baseX = (s - .5) * .25;
          const lean = (s - .5) * .23 + between(-.08, .08);
          const h = height * between(.84, 1.08);
          const curve = new THREE.CatmullRomCurve3([
            new THREE.Vector3(baseX, 0, 0),
            new THREE.Vector3(baseX + lean * .4, h * .5, .015),
            new THREE.Vector3(baseX + lean, h, .025)
          ]);
          group.add(new THREE.Mesh(new THREE.TubeGeometry(curve, 18, .016, 6, false), kind === 'red' ? stemRed : stemGreen));
          for (let j = 0; j < 5; j++) {
            const t = .23 + j * .145;
            for (const side of [-1, 1]) {
              const leaf = new THREE.Mesh(leafGeometry, fernMats[kind][(j + s + (side > 0 ? 1 : 0)) % 2]);
              const scale = (.68 + .25 * Math.sin(t * Math.PI)) * (height / 1.6);
              leaf.scale.set(side * scale, scale, 1);
              leaf.position.set(baseX + lean * t, h * t, .035 + s * .025);
              group.add(leaf);
            }
          }
        }
        scene.add(group);
        swayables.push({ node: group, base: 0, phase: between(0, 6), amount: .025 });
      }
      addFern(-5.25, -1.8, 1.8, 'green');
      addFern(5.2, -1.8, 1.75, 'red');
      addFern(-2.85, 1.5, 1.05, 'olive');
      addFern(2.9, 1.4, 1.12, 'green');

      // Water surface and narrow, slowly moving highlights.
      const surface = new THREE.Mesh(
        new THREE.PlaneGeometry(27, 10),
        new THREE.MeshBasicMaterial({ color: 0xc6ffed, transparent: true, opacity: .07, side: THREE.DoubleSide, depthWrite: false })
      );
      surface.rotation.x = -Math.PI / 2;
      surface.position.y = 3.42;
      scene.add(surface);
      const waterlines = [];
      function addWaterline(z, opacity, phase) {
        const count = 130;
        const geometry = new THREE.BufferGeometry();
        const attribute = new THREE.BufferAttribute(new Float32Array(count * 3), 3);
        attribute.setUsage(THREE.DynamicDrawUsage);
        geometry.setAttribute('position', attribute);
        const line = new THREE.Line(geometry, new THREE.LineBasicMaterial({
          color: 0xd7ffec, transparent: true, opacity, depthWrite: false
        }));
        scene.add(line);
        waterlines.push({ attribute, count, z, phase });
      }
      addWaterline(4.5, .33, 0);
      addWaterline(1.1, .16, 1.7);
      addWaterline(-2.9, .11, 3.1);
      const surfaceRipples = [];
      function addSurfaceRipple(x, z, radius, phase) {
        const pts = [];
        for (let i = 0; i < 64; i++) {
          const a = i / 64 * Math.PI * 2;
          pts.push(new THREE.Vector3(Math.cos(a) * radius, 0, Math.sin(a) * radius * .55));
        }
        const loop = new THREE.LineLoop(
          new THREE.BufferGeometry().setFromPoints(pts),
          new THREE.LineBasicMaterial({ color: 0xe0fff0, transparent: true, opacity: .26, depthWrite: false })
        );
        loop.position.set(x, 3.44, z);
        scene.add(loop);
        surfaceRipples.push({ loop, phase });
      }
      addSurfaceRipple(-4.2, 1.3, .75, 0);
      addSurfaceRipple(.8, -1.3, 1.0, 1.8);
      addSurfaceRipple(5.5, 2.2, .65, 3.4);

      // Bubbles are transparent rings with a little reflected highlight.
      const bubbleRing = new THREE.RingGeometry(.78, 1, 20);
      const bubbleGlint = new THREE.CircleGeometry(.17, 9);
      const bubbleMaterial = new THREE.MeshBasicMaterial({ color: 0xd6fff0, transparent: true, opacity: .48, side: THREE.DoubleSide, depthWrite: false });
      const glintMaterial = new THREE.MeshBasicMaterial({ color: 0xf3fff8, transparent: true, opacity: .68, depthWrite: false });
      const bubbles = [];
      for (let i = 0; i < 35; i++) {
        const group = new THREE.Group();
        group.add(new THREE.Mesh(bubbleRing, bubbleMaterial));
        const glint = new THREE.Mesh(bubbleGlint, glintMaterial);
        glint.position.set(-.31, .34, .01);
        group.add(glint);
        const origin = i < 18 ? 5.65 : (i < 27 ? -6.15 : 1.85);
        const bubble = {
          group, origin, anchor: origin + between(-.18, .18),
          y: between(-2.7, 3.3), z: between(-1.8, .8),
          radius: between(.035, .085) * (random() > .88 ? 1.3 : 1),
          speed: between(.36, .72), phase: between(0, 6.28)
        };
        group.scale.setScalar(bubble.radius);
        group.position.set(bubble.anchor, bubble.y, bubble.z);
        scene.add(group);
        bubbles.push(bubble);
      }
      const airStone = new THREE.Mesh(
        new THREE.CylinderGeometry(.13, .17, .08, 16),
        new THREE.MeshStandardMaterial({ color: 0x708c7b, roughness: 1 })
      );
      airStone.position.set(5.65, floorY(5.65, -.8) + .04, -.8);
      scene.add(airStone);

      const dotCanvas = document.createElement('canvas');
      dotCanvas.width = dotCanvas.height = 32;
      const dotContext = dotCanvas.getContext('2d');
      const dotGradient = dotContext.createRadialGradient(16, 16, 0, 16, 16, 16);
      dotGradient.addColorStop(0, 'rgba(255,255,255,1)');
      dotGradient.addColorStop(1, 'rgba(255,255,255,0)');
      dotContext.fillStyle = dotGradient;
      dotContext.fillRect(0, 0, 32, 32);
      const dotTexture = new THREE.CanvasTexture(dotCanvas);
      dotTexture.colorSpace = THREE.SRGBColorSpace;
      const particleCount = 95;
      const particlePositions = new Float32Array(particleCount * 3);
      const particleSpeeds = [];
      for (let i = 0; i < particleCount; i++) {
        particlePositions[i * 3] = between(-10, 10);
        particlePositions[i * 3 + 1] = between(-2.5, 3.3);
        particlePositions[i * 3 + 2] = between(-3.5, 3);
        particleSpeeds.push(between(.025, .09));
      }
      const particleGeometry = new THREE.BufferGeometry();
      particleGeometry.setAttribute('position', new THREE.BufferAttribute(particlePositions, 3));
      const particles = new THREE.Points(particleGeometry, new THREE.PointsMaterial({
        map: dotTexture, color: 0xd8ffec, size: 3, sizeAttenuation: false,
        transparent: true, opacity: .42, depthWrite: false
      }));
      scene.add(particles);

      // Smooth, volumetric fish bodies with fins, eyes, gills and color markings.
      const species = {
        gold:  { top: 0xef8f5d, belly: 0xffd3a1, accent: 0xffe9c8, fin: 0xee9e76, pattern: 'single', height: 1.0 },
        coral: { top: 0xe87b63, belly: 0xffc4a0, accent: 0xffe3c1, fin: 0xdc8f78, pattern: 'double', height: 1.05 },
        mint:  { top: 0x48b6a7, belly: 0xb5e4d2, accent: 0x8cf2dd, fin: 0x78d0bc, pattern: 'stripe', height: .78 },
        blue:  { top: 0x519ca8, belly: 0xa7dcd4, accent: 0xb5f4e4, fin: 0x80c7c4, pattern: 'stripe', height: .86 },
        cream: { top: 0xd8bc79, belly: 0xf8e6b9, accent: 0xfff2d0, fin: 0xe1c693, pattern: 'soft', height: .98 }
      };
      function bodyGeometry(spec) {
        const nx = 36, nr = 28;
        const vertices = [], colors = [], indices = [];
        const top = new THREE.Color(spec.top), bottom = new THREE.Color(spec.belly), accent = new THREE.Color(spec.accent);
        for (let i = 0; i <= nx; i++) {
          const t = i / nx;
          const x = -.56 + t * 1.12;
          const profile = Math.pow(Math.max(.001, Math.sin(Math.PI * t)), .64);
          const ry = .30 * profile * (.88 + .12 * t) * spec.height;
          const rz = .20 * profile * (.94 + .06 * t);
          for (let j = 0; j <= nr; j++) {
            const angle = j / nr * Math.PI * 2;
            const yn = Math.sin(angle);
            vertices.push(x, .015 * (t - .5) + yn * ry, Math.cos(angle) * rz);
            const c = bottom.clone().lerp(top, clamp((yn + 1) * .5, 0, 1));
            if (spec.pattern === 'stripe') {
              const stripe = 1 - THREE.MathUtils.smoothstep(Math.abs(yn - .06), .08, .3);
              const fade = THREE.MathUtils.smoothstep(t, .08, .22) * (1 - THREE.MathUtils.smoothstep(t, .84, .98));
              c.lerp(accent, stripe * fade * .78);
            } else if (spec.pattern === 'single' || spec.pattern === 'double') {
              const band1 = 1 - THREE.MathUtils.smoothstep(Math.abs(t - .48), .028, .085);
              const band2 = spec.pattern === 'double' ? 1 - THREE.MathUtils.smoothstep(Math.abs(t - .71), .022, .072) : 0;
              c.lerp(accent, Math.max(band1, band2) * .66);
            }
            colors.push(c.r, c.g, c.b);
          }
        }
        for (let i = 0; i < nx; i++) {
          for (let j = 0; j < nr; j++) {
            const a = i * (nr + 1) + j, b = a + nr + 1;
            indices.push(a, b, a + 1, b, b + 1, a + 1);
          }
        }
        const geometry = new THREE.BufferGeometry();
        geometry.setAttribute('position', new THREE.Float32BufferAttribute(vertices, 3));
        geometry.setAttribute('color', new THREE.Float32BufferAttribute(colors, 3));
        geometry.setIndex(indices);
        geometry.computeVertexNormals();
        return geometry;
      }
      function gillGeometry(height) {
        const vertices = [];
        for (const side of [-1, 1]) {
          for (let i = 0; i < 12; i++) {
            for (const step of [i, i + 1]) {
              const u = -1 + step / 12 * 2;
              const y = u * .15 * height;
              const x = .19 - .035 * (1 - u * u);
              const z = side * (.187 * Math.sqrt(Math.max(.2, 1 - u * u * .34)) + .003);
              vertices.push(x, y, z);
            }
          }
        }
        const geometry = new THREE.BufferGeometry();
        geometry.setAttribute('position', new THREE.Float32BufferAttribute(vertices, 3));
        return geometry;
      }
      for (const key of Object.keys(species)) {
        const s = species[key];
        s.bodyGeometry = bodyGeometry(s);
        s.gillGeometry = gillGeometry(s.height);
        s.bodyMaterial = new THREE.MeshStandardMaterial({ vertexColors: true, roughness: .46, metalness: .04 });
        s.finMaterial = new THREE.MeshStandardMaterial({
          color: s.fin, side: THREE.DoubleSide, transparent: true, opacity: .87, roughness: .58, depthWrite: false
        });
        s.finLineMaterial = new THREE.LineBasicMaterial({ color: s.accent, transparent: true, opacity: .48, depthWrite: false });
      }

      const tailShape = new THREE.Shape();
      tailShape.moveTo(.025, .025);
      tailShape.bezierCurveTo(-.14, .08, -.36, .31, -.55, .34);
      tailShape.bezierCurveTo(-.48, .21, -.41, .11, -.44, 0);
      tailShape.bezierCurveTo(-.41, -.11, -.48, -.21, -.55, -.34);
      tailShape.bezierCurveTo(-.36, -.31, -.14, -.08, .025, -.025);
      tailShape.closePath();
      const tailGeometry = new THREE.ShapeGeometry(tailShape, 24);
      const tailRays = [];
      for (const y of [-.26, -.13, 0, .13, .26]) {
        tailRays.push(-.015, 0, .008, -.49, y, .008);
      }
      const tailRayGeometry = new THREE.BufferGeometry();
      tailRayGeometry.setAttribute('position', new THREE.Float32BufferAttribute(tailRays, 3));

      const dorsalShape = new THREE.Shape();
      dorsalShape.moveTo(-.32, .12);
      dorsalShape.bezierCurveTo(-.27, .24, -.22, .41, -.08, .43);
      dorsalShape.bezierCurveTo(.02, .42, .09, .27, .2, .12);
      dorsalShape.closePath();
      const dorsalGeometry = new THREE.ShapeGeometry(dorsalShape, 20);
      const lowerShape = new THREE.Shape();
      lowerShape.moveTo(-.3, -.12);
      lowerShape.bezierCurveTo(-.23, -.28, -.12, -.4, -.02, -.37);
      lowerShape.bezierCurveTo(.04, -.33, .08, -.21, .14, -.12);
      lowerShape.closePath();
      const lowerGeometry = new THREE.ShapeGeometry(lowerShape, 18);
      const pecShape = new THREE.Shape();
      pecShape.moveTo(.02, .02);
      pecShape.bezierCurveTo(-.08, -.02, -.22, -.19, -.32, -.19);
      pecShape.bezierCurveTo(-.3, -.06, -.14, .07, .02, .02);
      pecShape.closePath();
      const pecGeometry = new THREE.ShapeGeometry(pecShape, 16);
      const eyeGeometry = new THREE.SphereGeometry(.05, 12, 10);
      const pupilGeometry = new THREE.SphereGeometry(.027, 12, 10);
      const glintGeometry = new THREE.SphereGeometry(.009, 8, 6);
      const eyeMaterial = new THREE.MeshBasicMaterial({ color: 0xf3f3d9 });
      const pupilMaterial = new THREE.MeshBasicMaterial({ color: 0x183c36 });
      const eyeGlintMaterial = new THREE.MeshBasicMaterial({ color: 0xffffff });
      const gillMaterial = new THREE.LineBasicMaterial({ color: 0x285349, transparent: true, opacity: .25, depthWrite: false });

      function makeFish(kind, size, position, direction) {
        const spec = species[kind];
        const root = new THREE.Group();
        const body = new THREE.Mesh(spec.bodyGeometry, spec.bodyMaterial);
        root.add(body);
        const tail = new THREE.Group();
        tail.position.x = -.53;
        tail.scale.y = spec.height;
        tail.add(new THREE.Mesh(tailGeometry, spec.finMaterial));
        tail.add(new THREE.LineSegments(tailRayGeometry, spec.finLineMaterial));
        root.add(tail);
        const dorsal = new THREE.Mesh(dorsalGeometry, spec.finMaterial);
        dorsal.scale.y = spec.height;
        root.add(dorsal);
        const lower = new THREE.Mesh(lowerGeometry, spec.finMaterial);
        lower.scale.y = spec.height;
        root.add(lower);
        const fins = [];
        for (const side of [-1, 1]) {
          const fin = new THREE.Group();
          fin.position.set(-.025, -.065 * spec.height, side * .205);
          const mesh = new THREE.Mesh(pecGeometry, spec.finMaterial);
          mesh.scale.y = spec.height;
          fin.add(mesh);
          root.add(fin);
          fins.push(fin);
          const eye = new THREE.Mesh(eyeGeometry, eyeMaterial);
          eye.position.set(.38, .075 * spec.height, side * .13);
          root.add(eye);
          const pupil = new THREE.Mesh(pupilGeometry, pupilMaterial);
          pupil.position.set(.389, .076 * spec.height, side * .174);
          root.add(pupil);
          const glint = new THREE.Mesh(glintGeometry, eyeGlintMaterial);
          glint.position.set(.395, .09 * spec.height, side * .199);
          root.add(glint);
        }
        root.add(new THREE.LineSegments(spec.gillGeometry, gillMaterial));
        root.scale.setScalar(size * mobileFishScale);
        root.position.copy(position);
        root.rotation.y = direction > 0 ? 0 : Math.PI;
        scene.add(root);
        const cruise = between(.38, .58);
        const fish = {
          root, tail, fins, pos: position.clone(),
          velocity: new THREE.Vector3(direction * cruise, between(-.06, .06), between(-.08, .08)),
          cruise, size, homeY: position.y, phase: between(0, Math.PI * 2),
          yaw: direction > 0 ? 0 : Math.PI, panic: 0
        };
        fishes.push(fish);
      }

      const initialFish = [
        [-7.1, 1.25, -1.0, 'gold', 1.07, 1],
        [-5.0, 2.1, -2.0, 'mint', .75, 1],
        [-3.8, .2, 1.4, 'blue', .92, 1],
        [-2.4, 1.48, -.5, 'coral', .87, 1],
        [.25, 2.16, .4, 'cream', .92, -1],
        [2.8, 1.32, -1.8, 'mint', .78, 1],
        [5.8, 1.95, -.7, 'gold', .94, 1],
        [7.1, .35, 1.0, 'blue', .84, -1],
        [4.4, -.75, 1.4, 'coral', 1.14, -1],
        [1.1, -.3, .7, 'gold', 1.12, -1],
        [-1.5, -1.28, -1.4, 'mint', .8, 1],
        [-4.7, -.85, 1.1, 'cream', .9, -1],
        [-6.8, .1, -2.0, 'blue', .73, -1],
        [2.6, -1.35, -1.5, 'cream', .78, 1]
      ];
      const initialFit = Math.min(1, boundsX / 7.7);
      for (const [x, y, z, kind, size, direction] of initialFish) {
        makeFish(kind, size, new THREE.Vector3(x * initialFit, y, z), direction);
      }
      document.getElementById('resident-count').textContent = String(fishes.length);

      const raycaster = new THREE.Raycaster();
      const pointer = new THREE.Vector2();
      const closest = new THREE.Vector3();
      const away = new THREE.Vector3();
      let pointerActive = false;

      function updatePointer(event) {
        const rect = tank.getBoundingClientRect();
        pointer.x = ((event.clientX - rect.left) / rect.width) * 2 - 1;
        pointer.y = -((event.clientY - rect.top) / rect.height) * 2 + 1;
        pointerActive = true;
      }
      function showRipple(x, y) {
        const ripple = document.createElement('span');
        ripple.className = 'tap-ripple';
        ripple.style.left = `${x}px`;
        ripple.style.top = `${y}px`;
        tank.appendChild(ripple);
        ripple.addEventListener('animationend', () => ripple.remove(), { once: true });
      }
      function pushNearRay(radius, strength) {
        for (const fish of fishes) {
          raycaster.ray.closestPointToPoint(fish.pos, closest);
          away.subVectors(fish.pos, closest);
          const distance = away.length();
          if (distance < radius) {
            if (distance < .001) away.set(fish.velocity.x >= 0 ? 1 : -1, .35, 0);
            else away.multiplyScalar(1 / distance);
            fish.velocity.addScaledVector(away, strength * (.3 + .7 * (1 - distance / radius)));
            fish.panic = 1.3;
          }
        }
      }
      tank.addEventListener('pointerenter', updatePointer);
      tank.addEventListener('pointermove', updatePointer);
      tank.addEventListener('pointerleave', () => { pointerActive = false; });
      tank.addEventListener('pointercancel', () => { pointerActive = false; });
      tank.addEventListener('pointerup', event => {
        if (event.pointerType !== 'mouse') pointerActive = false;
      });
      tank.addEventListener('pointerdown', event => {
        updatePointer(event);
        camera.updateMatrixWorld();
        raycaster.setFromCamera(pointer, camera);
        pushNearRay(2.1, 1.5);
        const rect = tank.getBoundingClientRect();
        showRipple(event.clientX - rect.left, event.clientY - rect.top);
      });

      tapButton.addEventListener('click', () => {
        showRipple(tank.clientWidth * .5, tank.clientHeight * .48);
        for (const fish of fishes) {
          away.set(fish.pos.x, fish.pos.y * .8, 0);
          if (away.lengthSq() < .01) away.set(fish.velocity.x >= 0 ? 1 : -1, .25, 0);
          away.normalize();
          fish.velocity.addScaledVector(away, 1.15);
          fish.panic = 1.35;
        }
        for (let i = 0; i < 9; i++) {
          bubbles[i].anchor = between(-.55, .55);
          bubbles[i].y = -2.55 - i * .07;
        }
        announcer.textContent = 'You tapped the glass. The fish scattered.';
      });

      const startTime = performance.now();
      let previousTime = startTime;
      let firstFrame = true;
      function animate(now) {
        requestAnimationFrame(animate);
        const time = (now - startTime) / 1000;
        const dt = Math.min((now - previousTime) / 1000, .04);
        previousTime = now;

        const targetCameraX = pointerActive ? pointer.x * .22 : 0;
        const targetCameraY = 3.4 + (pointerActive ? pointer.y * .12 : 0);
        const cameraEase = Math.min(1, dt * 1.4);
        camera.position.x += (targetCameraX - camera.position.x) * cameraEase;
        camera.position.y += (targetCameraY - camera.position.y) * cameraEase;
        camera.lookAt(0, 0, 0);
        camera.updateMatrixWorld();
        if (pointerActive) raycaster.setFromCamera(pointer, camera);

        for (const fish of fishes) {
          const p = fish.pos, v = fish.velocity;
          const margin = 1.15;
          if (p.x > boundsX - margin) v.x -= (p.x - (boundsX - margin)) * 1.9 * dt;
          if (p.x < -boundsX + margin) v.x += (-boundsX + margin - p.x) * 1.9 * dt;
          if (p.y > 2.25) v.y -= (p.y - 2.25) * 1.8 * dt;
          if (p.y < -1.75) v.y += (-1.75 - p.y) * 1.8 * dt;
          v.y += (Math.sin(time * .75 + fish.phase) * .055 - (p.y - fish.homeY) * .035) * dt;
          v.z += (Math.sin(time * .55 + fish.phase) * .045 - p.z * .09) * dt;
          v.y *= Math.exp(-.32 * dt);
          v.z *= Math.exp(-.3 * dt);

          if (pointerActive) {
            raycaster.ray.closestPointToPoint(p, closest);
            away.subVectors(p, closest);
            const distance = away.length();
            const radius = 1.5;
            if (distance < radius) {
              if (distance < .001) away.set(v.x >= 0 ? 1 : -1, .35, 0);
              else away.multiplyScalar(1 / distance);
              v.addScaledVector(away, (2.4 + 6 * (1 - distance / radius)) * dt);
              fish.panic = 1.2;
            }
          }
          fish.panic = Math.max(0, fish.panic - dt);
          const fleeing = fish.panic > 0;
          v.y = clamp(v.y, fleeing ? -1.25 : -.3, fleeing ? 1.25 : .3);
          v.z = clamp(v.z, -.34, .34);
          const speed = v.length();
          const maxSpeed = fleeing ? 2.15 : fish.cruise * 1.12;
          if (speed > maxSpeed) v.multiplyScalar(maxSpeed / speed);
          else if (speed < fish.cruise * .8 && speed > .001) {
            v.multiplyScalar(1 + (fish.cruise * .8 / speed - 1) * Math.min(1, dt * 1.5));
          }
          p.addScaledVector(v, dt);
          if (p.x > boundsX) { p.x = boundsX; if (v.x > 0) v.x *= -.8; }
          if (p.x < -boundsX) { p.x = -boundsX; if (v.x < 0) v.x *= -.8; }
          if (p.y > 2.5) { p.y = 2.5; if (v.y > 0) v.y *= -.6; }
          if (p.y < -2.02) { p.y = -2.02; if (v.y < 0) v.y *= -.6; }
          p.z = clamp(p.z, -2.65, 2.65);

          const targetYaw = Math.atan2(-v.z, v.x);
          const deltaYaw = Math.atan2(Math.sin(targetYaw - fish.yaw), Math.cos(targetYaw - fish.yaw));
          fish.yaw += deltaYaw * Math.min(1, dt * (fleeing ? 4 : 2.5));
          fish.root.rotation.y = fish.yaw;
          fish.root.rotation.z = clamp(Math.atan2(v.y, Math.abs(v.x) + .2) * .5, -.3, .3);
          fish.root.position.copy(p);
          fish.root.position.y += Math.sin(time * 2 + fish.phase) * .025;
          const flap = time * (7.5 + (fleeing ? 5 : 0)) + fish.phase;
          fish.tail.rotation.y = Math.sin(flap) * (fleeing ? .58 : .42);
          fish.tail.rotation.z = Math.sin(flap) * .055;
          fish.fins[0].rotation.y = Math.sin(flap * .8) * .3;
          fish.fins[1].rotation.y = -Math.sin(flap * .8) * .3;
        }

        for (const plant of swayables) {
          plant.node.rotation.z = plant.base + Math.sin(time * .7 + plant.phase) * plant.amount;
        }
        for (const line of waterlines) {
          for (let i = 0; i < line.count; i++) {
            const x = -13.5 + 27 * i / (line.count - 1);
            line.attribute.setXYZ(i, x, 3.43 + .025 * Math.sin(x * 1.15 + time * .9 + line.phase), line.z + .05 * Math.sin(x * .7 + time * .55 + line.phase));
          }
          line.attribute.needsUpdate = true;
        }
        for (const ripple of surfaceRipples) {
          const scale = 1 + .08 * Math.sin(time * .7 + ripple.phase);
          ripple.loop.scale.set(scale, 1, scale);
        }
        for (const bubble of bubbles) {
          bubble.y += bubble.speed * dt;
          if (bubble.y > 3.5) {
            bubble.y = -2.75;
            bubble.anchor = bubble.origin + between(-.2, .2);
          }
          bubble.group.position.set(
            bubble.anchor + Math.sin(time * 1.2 + bubble.phase) * .11,
            bubble.y,
            bubble.z
          );
        }
        const pos = particleGeometry.attributes.position;
        for (let i = 0; i < particleCount; i++) {
          let y = pos.getY(i) + particleSpeeds[i] * dt;
          if (y > 3.4) y = -2.5;
          pos.setY(i, y);
        }
        pos.needsUpdate = true;
        renderer.render(scene, camera);
        if (firstFrame) {
          tank.classList.add('ready');
          firstFrame = false;
        }
      }
      requestAnimationFrame(animate);
    }

    startAquarium();
  </script>
</body>
</html>
Reasoning trace (50,079 tokens)
**Planning a 3D Aquarium**

I need to create a complete HTML self-contained 3D aquarium using Three.js with an import map, without any external resources. The user wants something beautiful and interactive, specifically fish that swim away when the mouse is near. I have to plan the design carefully, focusing on aesthetics and performance. The scene must feature vivid fish, clear tanks, plants, coral, rocks, and bubbles. I should ensure intuitive interactions and effective scene composition. I only need to deliver the code!**Designing a 3D Aquarium**

I'm building an aquarium in a canvas viewport, adding overlay labels, and mapping mouse movement to the fish using raycasting. I’ll calculate ray intersections to apply a repulsion effect. The scene should be well-designed—photorealistic with physical lighting. Initially, I need a demo with moving fish for the screenshot, while keeping a focus on aesthetics, like deep midnight backgrounds and an elegant header.

I want to create a visually rich aquarium that looks like a world under glass, ensuring a creative and restrained design.**Planning the Aquarium Layout**

I'm envisioning a full viewport layout with a dark navy or warm cream background, centered around a framed aquarium. The page could have an off-white or parchment design, with dark navy content. 

At the top, I’d place a logo that says "W / WILLOW AQUARIUM" alongside a "LIVE HABITAT" status. The large title would read "A quieter kind of wild." Below, I'd add control information, and the main aquarium would take up most of the viewport, framed with a dark tint. Below the aquarium, I'll include stats and instructions.**Designing an underwater viewport**

I’m working on designing a 3D viewport tank that showcases underwater life with a fish silhouette. I want to set my orthographic camera near specific coordinates, looking at the tank, which is rectangular and centrally located. The visual details need to include a recognizable fish, sand bed, rocks, seaweed, and coral. I’ll also render the tank's glass clearly and create a gradient background using CSS for a realistic effect, ensuring I account for transparency when rendering.**Creating an underwater scene**

I’m exploring an alternative camera scene fixed underwater, where the physical edges of the tank aren't visible thanks to CSS framing. I’ll add a backdrop plane with a custom shader gradient featuring animated caustic shimmering using GLSL. The design will include a decorative polished glass top on the tank, a sand floor, and large colorful fish. I'll also incorporate detailed procedural plant shapes, small bubble meshes, floating particulates, and light rays created with transparent tapered triangles or shaders to enhance the scene.**Designing fish types**

I'm thinking of including three types of fish: first, koi-like goldfish, larger with an orange body and white markings plus a flowing tail; second, 10 small tetras with cyan bodies and blue or red stripes; and third, three small discus that are oval with subtle stripes. 

I need to use a custom shader for those stripes while ensuring mesh materials display these colors correctly. The fish should look realistic and adequately sized for a tank around 12.8 units wide, with about 14 fish lengths.**Exploring UI design options**

I'm thinking about using a canvas that fills a rectangle with rounded corners, and then overlaying a glass UI effect. This would create a visually appealing design, as the environment would extend across the entire scene. I could also consider adding a 3D tank floor at the bottom and having a surface at the top to enhance depth. It's all about creating that immersive experience!**Designing interactive features**

I'm brainstorming interface features for a fish feeding simulation. The bottom should have clear instructions and controls like "Move your cursor through the water" in readable text. I think adding interactive elements such as a “Feed fish” button could enhance the experience, especially since the user prefers mouse repel. Other options could include a button to scatter fish or reset the view, and maybe even bubbles for fun. It's important that these features serve a purpose without being overwhelming.**Enhancing interaction features**

I'm thinking about how clicking on the water itself could trigger bubbles, which would be a nice touch! A clickable button for "Drop a little food" could also promote interactive feeding. I want to ensure everything is implemented carefully to avoid unnecessary network usage. It could be fun to add a "Tap the glass" button to startle the fish, making them scatter with bubbles. We could also allow tapping the water to create a similar effect.**Designing UI Elements**

I’m thinking about creating a high standard UI. That means I want to use serif fonts for headlines and monospace for meta text to give it a distinct look. I'll make sure there’s strong branding throughout the design, and having a cute logo could really add to its charm! Overall, I’m interested in balancing aesthetics with functionality to create something memorable and engaging. That sounds like a fun project to dive into!**Considering camera positioning**

I’m thinking about the camera position and whether setting it to y=5 is the right choice. It seems we want to get a view of the top of the floor rather than just the surface. It's essential to ensure that the perspective is useful. I wonder if adjusting the height will impact the overall view or if I should consider other factors as well. It’s interesting to assess how minor adjustments can affect the outcome!**Considering rock formations**

I need to include some big rock formations in the scene! There are five clusters of rocks to consider. On the left side, I have coordinates of x -6.8 and -5.8, while on the right, it's at x 5.5. I might also want to add a few clusters near the center. It's interesting to think about how these formations can impact the overall layout and feel of the environment!**Designing Plant Geometry**

I'm working on a plant model, considering the quadratic parameters for height and width. The center's X position will be dynamic, adding some sinusoidal variation for a natural look. I've got height ranging from 1.3 to 3.0 units and maximum widths from 0.15 to 0.30 units. The color will transition from dark green at the roots to brighter tips. I’ll focus on animating swaying movements, and I’m pondering how to implement the leaves effectively using `THREE.Shape`. Clusters of around eight leaves should work well.**Designing 3D Plants**

I’m thinking about creating a fern with paired short leaves that have a 3D shape using flattened ellipses. I’ll position the leaves along a curved stem, making several meshes for the individual shapes. For stems, I’ll use thin curves with TubeGeometry, designing them to look stylized. I also want to include freshwater plants, avoiding corals, and add a red leafy plant for a nice contrast. For driftwood, I’ll use a twisted, textured shape with TubeGeometry.**Building Branches and Bubbles**

I’m working on creating branches with CapsuleGeometry segments that taper off. To achieve the structure better, I'll use TubeGeometry to adjust radius along a path and group the trunk with smaller branches. I might place a thick gray log in the lower center/right, but I need to be cautious about space for fish and plants below. 

For the bubbles, I'll create 24 shiny and transparent rings using SphereGeometry with a transparent material. I need to consider the visual effect as they might look too solid when small, so using thin RingGeometry for a better appearance would help.**Designing water features**

I'm considering how to create a water ripple effect using `makeWaterRipple(x,z,scale)`. I want to generate visible elliptic shapes on the XZ plane, animating them loosely and giving them a nice specular gradient. I might include some CSS elements like a vignette effect for depth and subtle graphical highlights at the water’s surface. The fish need detailed custom body geometry and vibrant colors. I’ll also carefully plan their movement and orientation within the scene for realism!**Coordinating fish movement**

Since the fish are symmetrical with eyes on both sides, if I set their yaw to 0 at +X, the front side will face right at +Z. When I set the yaw to π, +X becomes -X, ensuring their eyes are still visible. It’s important to avoid making the fish flip suddenly, so I'll interpolate the yaw smoothly. I can achieve that by using `atan2` for the angle and adjusting their movement velocity appropriately in the Z-axis.**Clarifying demo mode for aquarium**

The developer is asking if a self-playing demo mode is needed for an interactive visual aquarium. Since this isn't a game, I think it doesn't require a start message. However, it might be helpful to include a subtle prompt like "Move your cursor near the fish," as it adds clarity. The fish swim by themselves, and users interact mainly through mouse movements. For mobile users, I could use a dynamic message: "Touch the water and watch them swim away." I also want to consider adding a sparkling cursor effect or pointer ripple for a more engaging experience.**Calculating color values for fish**

I'm looking into color values for a Three.js object, specifically using `THREE.Color` to set hex values and applying `.lerp` for linear interpolation. I want to create a blue stripe on a fish model, analyzing various parameters like the normalized position and vertex colors. I also need to consider color schemes involving gold and cream. There's potential for a random pattern between different base colors for fish. The objective is to enhance visual appeal with a smooth gradient effect.**Evaluating pointer dynamics**

I need to make sure the pointer is positioned correctly near the fish, since repulsion and orientation should be visually immediate — ideally within 0.2 to 0.5 seconds. The raycaster should update only when there's movement and when it's active, so I'll keep that in mind as I work on this task. It's all about ensuring responsiveness in the interaction.**Evaluating cursor options**

I'm considering whether to use `cursor: crosshair` or the default. If I go with `cursor: crosshair; touch-action: none`, that would let the user see the overlay, but I wonder if it's blocking the vertical scroll on mobile. It might be more intentional for interaction, yet the page should still scroll. So, I’m thinking maybe I could set the viewer height to 350px and allow scroll with `touch-action: pan-y` to manage that.**Exploring IcosahedronGeometry**

I’m considering how to achieve smooth surfaces with IcosahedronGeometry by using detail greater than or equal to one, alongside computing vertex normals, especially if the geometry is non-indexed, as this results in flat normals. I’m thinking of potentially using SphereGeometry for irregular deformations. I can set varying materials based on color variations and utilize shared rock geometry. Positioning clusters in specific groups will help with organization too. I’ll rotate and scale the rocks accordingly!**Designing scene details**

I'm working on placing rocks at the center and adjusting their height with scaleY. The sphere's span is between -1 and 1, so if y is -2.83 plus the height, that gives me some leeway for placement. For instance, with scaleY as .45, I find that setting y to -2.78 makes the rocks sit nicely in the ground, buried just enough. I'll also add subtle silhouettes of tall plants in the background to create depth. They’ll use `MeshBasicMaterial` for a nice transparent effect without lighting. Finally, I want to group the plants naturally throughout the scene.**Constructing leaf geometry**

I’m working on a function to create the geometry of leaves. The plan includes bending and twisting parameters to shape the blade properly. I’m using segments to calculate various attributes, like bendX and centerZ, to make the leaf more dynamic. 

I also want to set the position based on these calculations while blending colors smoothly from bottom to top. Each leaf's group will have a unique position and maybe a dark center stripe for detail. I'll ensure the leaves sway by rotating around the root, stored in a `blades` group with their phase and rotation.**Randomizing leaf properties**

I’m considering randomizing the bend of the leaves for a more natural look and also introducing random initial rotation, ranging from -0.25 to 0.25. For the sway effect, I plan to set the rotation around the z-axis using a base angle combined with a sine function for gentle movement. The plants will have distinct positions on either side. I also need to incorporate some grass into the scene at a position of -7 for balance and depth.**Designing aquarium foliage**

I'm working on creating aquatic plants with a `MeshStandardMaterial` that has a subtle emissive effect. I want the plants to appear like they're swaying, so I'll group them with stems and leaves that can move. Adding a red Ludwigia will provide some warm highlights. I’ll use broadleaf plants with muted copper tones as well. I'll arrange the substrate pebbles with InstancedMesh to ensure they look natural and adjusted properly for random placements. Adding sand geometry with waves is also on my to-do list!**Exploring WebGL Materials**

I'm considering how to use `ShaderMaterial` with `toneMapped=false`, setting `gl_FragColor` to control color output better. I'll also look at `colorspace_fragment` for converting between color spaces. A straightforward option is using `MeshBasicMaterial` with a texture and not tone mapping. Creating a `CanvasTexture` with a gradient sounds like a plan! Resizing the background plane to fit the camera view is critical. I might also use a CSS linear-gradient for the water effect while keeping the 3D elements intact.**Creating aquarium title and design**

The user's request is for a 3D aquarium titled "Your Little Aquarium" for clarity. I think I should focus on designing the header to include clear branding elements, potentially with a fish outline and bubbles to emphasize the aquatic theme. It's important to have an inviting subtitle too, something like "An Interactive Escape." This sets the tone for a tranquil environment. I just want to ensure every element aligns with the user’s vision!**Creating a subtle effect**

I'm working on a water ring using `RingGeometry` with a horizontal layout, creating elliptical vertices. The angles are calculated using \( p = (\cos a \cdot r, 3.46, \sin a \cdot r \cdot 0.5) \), adjusting the group’s position on the x and z axes. To enhance the aesthetic, I’ll include subtle sun glints and irregular sine lines. The foreground will feature a CSS overlay with light rays, using a linear gradient and opacity to create a nice blend.**Adding mesh details**

I need to adjust the gold tail's scale by applying `tailGroup.scale.set(1.15, 1.2, 1)`, while making the turquoise one smaller. Then, I’ll create a tail line with rays extending from the origin to the specified coordinates `x[-.48,..]` using line material. Also, I’ll incorporate three strokes with `QuadraticBezierCurve3`, starting from the base point at zero and leading to the tips. Finally, I need the mesh fin shape at `z0` with the object centered at `x -0.25`.**Calculating occupancy and adjustments**

I’m figuring out occupancy for a fish tank based on a 330x250 pixel space. Doing some quick math, I see that the occupancy is about 36%, which seems reasonable. I also need to consider vertical shifts and velocity diffusion, especially since there might be overlaps when grouping happens over time. Since it’s on mobile, I’ll adjust the mapping accordingly, ensuring there's no horizontal overlap if the y-coordinates differ. It looks like the user likely took a screenshot from a desktop view.**Looking into plant colors**

I’m examining red plants with colors like `0xa96555` and a brighter tone of `0xd1866d`, which might be read as coral. That's a good thing! Then, there's the driftwood tube, where I need to consider the y positions, aiming for values around -2.85. This seems to be part of creating a visual composition that will look appealing. I wonder how I can best approach positioning these elements effectively!**Evaluating potential runtime errors**

I’m considering the possibility of encountering plant leaves in a fallback code scenario. There are a few potential runtime errors to be aware of, like issues with `ResizeObserver` in the latest Chrome and `THREE.MathUtils`. I should look into using `setColorAt` with `vertexColors` to ensure instance colors work correctly. Additionally, making sure to update the line's geometry attributes and correctly handle the camera projection resizing and ray updating is crucial. I’ll also have to monitor performance timestamps and recursion handling.**Considering object placement**

I’m thinking about adding a small red fern to the right side of the design. It might help with the composition, but I want to make sure that any wooden elements aren't overly visible. I guess the idea is to create a nice balance without drawing too much attention to those objects. I’ll need to keep this in mind as I finalize the layout. It’s all about harmony in the visuals!**Clarifying interactive features**

The developer mentions that games should begin in a self-playing demo mode, which isn’t really applicable here since this aquarium isn't a game. If I'm considering it as a visual interactive piece, I might need to add instructions like "Move your cursor..." instead of a traditional start button. It could be useful to highlight its 3D nature in the metadata and depth. So, a possible header could be: "AN INTERACTIVE 3D AQUARIUM."  

The UI copy might look like this:  
Eyebrow: "YOUR VERY OWN POCKET OF PEACE"  
H1: "A little room to <em>breathe.</em>"  
Intro text: "An underwater world that moves with you."**Enhancing fish design**

I should consider adding details like fish scales and texture stripes to make them lifelike. Each vertex of the body ellipse could have bands. Plus, I want to add small highlights on top to ensure strong reflections on the mesh body material. It's essential that the dorsal and ventral shapes are transparent, so the fish look realistic with tails instead of abstract blobs. I'll also need to draw fin lines and include an eye and gill. Finally, I need to define body gradients and shapes properly and create the appropriate geometry with color arrays for THREE.BufferAttribute.**Calculating fish movement**

I'm trying to compute the movement of fish using several parameters, like distance (d), radius (R), and forces. At d=0.8 and R1.5, it seems the force is around 4.2 units/s². I also estimate that fish will move approximately 0.6 units. Moving to d=1.3 changes the factor to about 1.2 units/s². I’m considering angles and boundaries, and I plan to implement a `closestPointToPoint` function for precise targeting of movement. There’s also a scattering function for interactions when the pointer hits the fish.**Figuring out bubble burst logic**

I’m thinking about the bubble burst function. I want to loop through the bubbles and reset their positions and speeds. The first bubble should have a fixed starting point, but when it reaches the water surface, I can reset its position easily. For user interaction, I might place the bubbles near the cursor using raycasting, but I need to consider that it could return null if the camera is looking parallel. I need to ensure the camera points accordingly.**Considering aquarium design**

I’m confirming that the boundary sign works correctly, using a random number generator to position mobile fish while preserving the home position. I plan to add a school of mini fish with various sizes and colors. But, I’m wondering whether the aquarium should be in a full 3D box view or just an underwater perspective. A rectangular display with a glass boundary and UI might better emphasize the tank concept. I'll consider adding corner frames to enhance that look.**Exploring 3D aquarium features**

I’m considering implementing a 3D tank perspective with visible side panes to create an immersive underwater experience. Users generally expect a fully 3D aquarium with Three.js, so my rendering of fish, rocks, and angled floors should meet that. I plan to add subtle vertical glass reflections on the edges. 

For design, I’ll include rounded corners and a badge at the bottom showing the swimmer count, like "+14 RESIDENTS." I need to ensure my implementation remains within the time and token budget for this project.**Planning for fish environment**

I'm thinking about how to set up the fish environment for animation and resizing. I want to calculate the fish's dimensions before creating them using a function like `resize`. It seems important to set the camera and renderer properly, and I need to track the scale of each fish as well as clamp their positions within defined boundaries. 

I also want to ensure redundancy in my resize handling but keep it efficient. I'm considering how to reference the observer and get the vegetation colors right too!**Setting up color configurations**

I’m working on how to set up color configurations with `THREE.Color(color)`. For the geometry of the blade, I'm positioning it with a local z-value but considering the camera angle. If the camera looks from the +z direction, I need to adjust the vein line slightly. 

I also want to randomize the color at the top using a method to lighten it, but saturating it might still work out okay. I need to keep the `rootHex` color variable in mind too!**Finalizing code constraints**

I'm trying to finalize the code, but it looks like I need to stay within the model's token limit, which is around 20k tokens. However, my current analysis is at 60k. Wait, how much do I have left? It seems I have about 39k tokens to work with. I need to double-check the actual context to see how I can deliver this effectively within the required limits.**Outputting code block**

I’m thinking about how we have a budget to stick to, which means I need to focus on being efficient. I realize I should aim to provide one concise code block without any extra commentary or fluff. Let’s make sure everything is clear and precise so that I’ve covered what’s needed effectively. Alright, keeping it simple and straightforward is the plan! No distractions; just the code. Here we go!