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.gitattributes
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README.md
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---
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title: Aquatic World
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emoji:
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colorFrom:
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colorTo:
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sdk: static
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pinned: false
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---
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-
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---
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title: Aquatic World
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emoji: 🌊
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colorFrom: blue
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colorTo: green
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sdk: static
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pinned: false
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license: mit
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short_description: A dense procedural ocean rendered from scratch in WebGL2
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---
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# Aquatic World
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A dense, real-time, procedurally generated ocean world, rendered from scratch in
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raw WebGL2. No engine, no assets, no dependencies — every wave, cloud, fish,
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coral head and caustic is computed by code. It is one self-contained HTML file.
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## Controls
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- **Drag** to look, **W A S D** to move, **Space / Q** for up and down, **Shift** to sprint
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- **1–6** presets (Dawn, Noon, Golden Hour, Squall, Midnight, Deep Dive)
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- **F** cycles camera mode, **Tab** toggles the control panel, **H** toggles the HUD
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- **P** pause, **R** reset the camera
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- Scroll to change movement speed, or orbit radius in orbit mode
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Dive with the **Deep Dive** preset, or switch to **dive** mode and let it sink.
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The world runs from the sunlit surface down to about 140 m.
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## What is actually being rendered
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The water is the point, and it is simulated rather than faked:
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- **Ray-marched volumetric ocean.** Analysts ray intersection against a displaced
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height field, refined with a bracketed Newton solve, then a bounded march through
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the medium integrating per-channel extinction and in-scattering (Beer–Lambert
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with a Henyey–Greenstein phase function).
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- **Caustics from the Jacobian.** Sunlight focusing through the wave field is
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computed as 1/|det J| of the surface mapping, which produces the sharp bright
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filaments and dark cells real caustics have, animating coherently with the waves.
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- **Snell's window.** Looking up from shallow water shows the bright refracted disc
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of sky, ringed by total internal reflection carrying the mirrored world below.
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- **Planar reflections** rendered from a mirrored camera, blended with the analytic
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sky, with depth-correct refraction that will not smear the seabed onto objects
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standing out of the water.
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- **Subsurface scattering** through wave crests, foam that breaks up with distance,
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and sub-pixel sun glitter.
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- **Depth is chromatic.** Red is extinguished roughly ten times faster than blue, so
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the seabed fades from orange to grey-blue as you descend — the cheapest and most
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convincing depth cue there is.
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- Cloud shadows drift across the swell, aligned with the clouds casting them.
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The world holds ~900 fish in 28 boid schools across four species, jellyfish that
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pulse and migrate, kelp forests that sway with the current, coral, sponges,
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anemones and boulders on a procedural seabed, drifting plankton lit by forward
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scattering, bubble columns, bioluminescence below 60 m, and whales, mantas and
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turtles for scale.
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## Architecture
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Built by a swarm of parallel agents against a frozen interface contract, then
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verified by rendering frames headlessly on a real GPU and inspecting the pixels.
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The single file here is the concatenation of 36 modules: a core runtime
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(render-target management, a shader-chunk assembler with chunk-relative error
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reporting, automatic uniform upload) and the content modules on top of it.
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`AW.snap(hours, opts)` puts the world into a reproducible state for a given time
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of day and camera, which is what the render-verification harness drives.
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## Notes
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Targets 60 fps at 1600×900 on integrated graphics. Quality can be lowered in the
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control panel. A WebGL2-capable browser is required.
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index.html
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preview.png
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Git LFS Details
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