• 01 - Critter Models 02
  • 02 - VantaJS Shaders
  • 03 - App Bundle 02
  • 04 - Cathedrals
  • 05 - App Bundle 01
  • 06 - Retroscopic
  • 07 - Games
  • 08 - Voronoi
  • 09 - Terrain
  • 10 - Critter Models 01
  • 11 - Chromatophores
  • 12 - Conformal Maps
  • 13 - Echo Logix
  • 14 - Music
  • 15 - Colour Theory
MIKE'S NOTEBOOK
Notes
Number:
Project:
01Critter Models 02
└ Locust└ Butterfly└ Cockroach└ Spider└ Scorpion└ Dragon└ Brazilian Treehopper└ Tardigrade└ Diatoms└ Bumblebee└ Wasp└ Hammerhead Worm└ Giraffe Weevil└ Trilobite Beetle
02VantaJS Shaders
└ Clouds└ Waves└ Cells└ Rings└ Halo└ Globe└ Net└ Dots└ Birds└ Trunk└ Topology└ About VantaJS
03App Bundle 02
└ Gutindex└ Insect Builder└ OpenLayers
04Cathedrals
└ Lattice└ Lost└ Lucent└ Lumen└ Glass└ Disco└ Hyperion└ Latent
05App Bundle 01
└ Robohash└ PrismJS└ Horoscope└ Binary Jazz└ Morse Code└ URL Extractor└ Entity Escaper└ Phonetic Alphabet└ Toki Pona└ Semaphore└ Cut Up Machine└ Text Mixer└ Currency Freaks└ Host IO└ CrUX API└ Logo Dev└ Web Speech API└ GEO DB
06Retroscopic
└ Galaxy└ Ocean└ Slime└ 24-Cell└ Unicorn└ Polyp└ Oneiric 1└ Oneiric 2└ Node└ Torus Knot└ GLSL Grid└ Liquid Crystal└ Silky└ Butterfly└ Ocean 2└ Icosahedron└ Luma└ Swarm└ Broken Solid└ Hypersphere└ Constraints└ Psycho Killer
01 / 03

UNICORN - RETROSCOPIC CRT SHADER SOURCE CODE

<!DOCTYPE html>
<html lang="en">
<head>
  <meta charset="UTF-8">
  <meta name="viewport" content="width=device-width, initial-scale=1.0">
  <title>Unicorn · Retroscope</title>
  <script src="https://cdnjs.cloudflare.com/ajax/libs/three.js/r128/three.min.js">
  </script>
  <style>
    * {
      margin: 0;
      padding: 0;
      box-sizing: border-box;
    }
    html,
    body {
      background: #000;
      overflow: hidden;
      height: 100%;
    }
    #bgCanvas {
      position: fixed;
      inset: 0;
      width: 100%;
      height: 100%;
      z-index: 1;
    }
    #animationCanvas {
      position: fixed;
      inset: 0;
      width: 100%;
      height: 100%;
      z-index: 2;
      cursor: grab;
      touch-action: none;
      filter: grayscale(1) sepia(1) hue-rotate(80deg) saturate(5) brightness(1.15) contrast(1.2);
    }
    #animationCanvas:active {
      cursor: grabbing;
    }
    #scope {
      position: fixed;
      inset: 0;
      z-index: 4;
      pointer-events: none;
      display: block;
    }
    #scope>div {
      position: absolute;
      inset: 0;
    }
    #scope .glow {
      background: radial-gradient(circle at 50% 46%, rgba(30, 255, 130, .08), rgba(0, 0, 0, 0) 62%);
      animation: nvflick 3.6s steps(24) infinite;
    }
    #scope .scan {
      background: repeating-linear-gradient(to bottom, rgba(0, 0, 0, 0) 0 2px, rgba(0, 25, 8, .45) 2px 3px);
      animation: nvscan 7s linear infinite;
    }
    #scope .vig {
      box-shadow: inset 0 0 200px 50px rgba(0, 0, 0, .8);
    }
    #scope .mask {
      background: radial-gradient(circle at 50% 50%, rgba(0, 0, 0, 0) 54%, rgba(0, 0, 0, .5) 72%, rgba(0, 0, 0, .94) 100%);
    }
    @keyframes nvscan {
      from {
        background-position: 0 0;
      }
      to {
        background-position: 0 240px;
      }
    }
    @keyframes nvflick {
      0%,
      100% {
        opacity: .55;
      }
      40% {
        opacity: .9;
      }
      62% {
        opacity: .4;
      }
      80% {
        opacity: .75;
      }
    }
  </style>
</head>
<body>
  <canvas id="bgCanvas"></canvas>
  <canvas id="animationCanvas"></canvas>
  <div id="scope">
    <div class="glow"></div>
    <div class="scan"></div>
    <div class="vig"></div>
    <div class="mask"></div>
  </div>

  <script>
    const TAU = Math.PI * 2;

    const bgCanvas = document.getElementById('bgCanvas');
    const bgCtx = bgCanvas.getContext('2d');

    function initBackground() {
      bgCanvas.width = innerWidth;
      bgCanvas.height = innerHeight;
      bgCtx.fillStyle = '#000';
      bgCtx.fillRect(0, 0, bgCanvas.width, bgCanvas.height);
    }

    const renderer = new THREE.WebGLRenderer({
      canvas: document.getElementById('animationCanvas'),
      antialias: true,
      alpha: true
    });
    let scene, camera, unicorn, body, headGroup, neckRoot, tailRoot;
    const iriMats = [];
    const legs = [],
      neckJoints = [],
      tailJoints = [],
      maneStrands = [],
      tailStrands = [];
    let hueShift = 0;

    function updateSize() {
      renderer.setSize(innerWidth, innerHeight);
      renderer.setPixelRatio(Math.min(devicePixelRatio, 2));
    }

    const cam = {
      dist: 8.5,
      yaw: 0.85,
      pitch: 0.16,
      targetYaw: 0.85,
      targetPitch: 0.16,
      targetDist: 8.5,
      autoYaw: 0
    };

    function updateCamera() {
      const w = innerWidth;
      if (w < 480) {
        cam.targetDist = Math.min(Math.max(cam.targetDist, 10.5), 16);
        camera.fov = 58;
      } else if (w < 768) {
        camera.fov = 52;
      } else {
        camera.fov = 46;
      }
      camera.updateProjectionMatrix();
    }

    function applyCamera() {
      cam.yaw += (cam.targetYaw - cam.yaw) * 0.08;
      cam.pitch += (cam.targetPitch - cam.pitch) * 0.08;
      cam.dist += (cam.targetDist - cam.dist) * 0.08;
      const total = cam.yaw + cam.autoYaw;
      const p = Math.max(-1.35, Math.min(1.35, cam.pitch));
      camera.position.set(
        Math.sin(total) * Math.cos(p) * cam.dist,
        Math.sin(p) * cam.dist + 0.35,
        Math.cos(total) * Math.cos(p) * cam.dist
      );
      camera.lookAt(0, -0.15, 0);
    }

    function iri(offset, opts) {
      opts = opts || {};
      const {
        sat = 0.8,
          light = 0.56,
          roughness = 0.44,
          metalness = 0.34,
          opacity = 1,
          transparent = false
      } = opts;
      const m = new THREE.MeshStandardMaterial({
        color: 0xffffff,
        roughness,
        metalness,
        side: THREE.DoubleSide,
        transparent,
        opacity
      });
      m.userData = {
        offset,
        sat,
        light
      };
      m.color.setHSL(((offset % 1) + 1) % 1, sat, light);
      iriMats.push(m);
      return m;
    }

    function segmentBetween(p0, p1, r0, r1, material, radialSeg) {
      radialSeg = radialSeg || 12;
      const dir = new THREE.Vector3().subVectors(p1, p0);
      const len = dir.length();
      const geo = new THREE.CylinderGeometry(r1, r0, len, radialSeg, 1, false);
      const mesh = new THREE.Mesh(geo, material);
      mesh.position.copy(p0).add(p1).multiplyScalar(0.5);
      mesh.quaternion.setFromUnitVectors(new THREE.Vector3(0, 1, 0), dir.clone().normalize());
      return mesh;
    }

    function makeHorn(len, r0) {
      const g = new THREE.Group();
      const core = iri(0.12, {
        roughness: 0.16,
        metalness: 0.85,
        light: 0.62
      });
      const ridge = iri(0.20, {
        roughness: 0.12,
        metalness: 0.9,
        light: 0.7
      });
      const N = 22;
      let prev = new THREE.Vector3(0, 0, 0);
      for (let i = 1; i <= N; i++) {
        const f = i / N,
          pf = (i - 1) / N;
        const nxt = new THREE.Vector3(0, len * f, 0);
        g.add(segmentBetween(prev, nxt, r0 * (1 - pf * 0.94) + 0.004, r0 * (1 - f * 0.94) + 0.004, core, 12));
        prev = nxt;
      }
      const turns = 5,
        M = 66;
      let pp = null;
      for (let i = 0; i <= M; i++) {
        const f = i / M,
          a = f * turns * TAU;
        const rr = r0 * (1 - f * 0.94) + 0.012;
        const p = new THREE.Vector3(Math.cos(a) * rr, len * f, Math.sin(a) * rr);
        if (pp) g.add(segmentBetween(pp, p, 0.022 * (1 - f * 0.85) + 0.003, 0.022 * (1 - f * 0.85) + 0.003, ridge, 6));
        pp = p;
      }
      return g;
    }

    function makeHead() {
      const g = new THREE.Group();
      const coat = iri(0.02, {
        roughness: 0.3,
        metalness: 0.5
      });
      const dark = iri(0.9, {
        roughness: 0.35,
        metalness: 0.5,
        light: 0.35
      });

      const skull = new THREE.Mesh(new THREE.SphereGeometry(1, 30, 24), coat);
      skull.scale.set(0.22, 0.26, 0.30);
      g.add(skull);
      const muzzle = new THREE.Mesh(new THREE.SphereGeometry(1, 26, 20), coat);
      muzzle.scale.set(0.15, 0.16, 0.34);
      muzzle.position.set(0, -0.10, 0.44);
      g.add(muzzle);
      const nose = new THREE.Mesh(new THREE.SphereGeometry(1, 20, 16), dark);
      nose.scale.set(0.13, 0.11, 0.10);
      nose.position.set(0, -0.13, 0.74);
      g.add(nose);
      const cheek = new THREE.Mesh(new THREE.SphereGeometry(1, 22, 18), coat);
      cheek.scale.set(0.20, 0.18, 0.20);
      cheek.position.set(0, -0.16, 0.10);
      g.add(cheek);

      [-1, 1].forEach(sx => {
        const eye = new THREE.Mesh(new THREE.SphereGeometry(0.072, 18, 14), dark);
        eye.position.set(sx * 0.19, 0.07, 0.20);
        g.add(eye);
        const gl = new THREE.Mesh(new THREE.SphereGeometry(0.024, 10, 8), iri(0.5, {
          roughness: 0.1,
          metalness: 0.4,
          light: 0.8
        }));
        gl.position.set(sx * 0.21, 0.10, 0.25);
        g.add(gl);
        const nn = new THREE.Mesh(new THREE.SphereGeometry(0.028, 10, 8), dark);
        nn.position.set(sx * 0.07, -0.10, 0.76);
        g.add(nn);
        const ear = new THREE.Group();
        ear.position.set(sx * 0.13, 0.24, -0.06);
        ear.rotation.set(-0.25, sx * 0.30, sx * 0.18);
        ear.add(segmentBetween(new THREE.Vector3(0, 0, 0), new THREE.Vector3(0, 0.26, -0.04), 0.075, 0.006, coat, 10));
        g.add(ear);
      });

      const horn = makeHorn(1.05, 0.085);
      horn.position.set(0, 0.24, 0.20);
      horn.rotation.x = 0.42;
      g.add(horn);

      for (let i = 0; i < 5; i++) {
        const s = new THREE.Group();
        s.position.set((i - 2) * 0.055, 0.24, 0.06);
        s.add(segmentBetween(new THREE.Vector3(0, 0, 0), new THREE.Vector3((i - 2) * 0.03, 0.14, 0.22), 0.032, 0.004,
          iri(0.3 + i * 0.05, {
            roughness: 0.25,
            metalness: 0.6,
            light: 0.62
          }), 6));
        g.add(s);
        maneStrands.push({
          g: s,
          base: 0,
          phase: i * 0.5,
          amp: 0.18
        });
      }
      return g;
    }

    function makeLeg(side, cfg) {
      const coat = iri(cfg.hue, {
        roughness: 0.32,
        metalness: 0.55
      });
      const hoofM = iri(cfg.hue + 0.5, {
        roughness: 0.2,
        metalness: 0.8,
        light: 0.4
      });
      const wrap = new THREE.Group();
      wrap.position.set(side * cfg.x, cfg.y, cfg.z);

      const mus = new THREE.Mesh(new THREE.SphereGeometry(1, 20, 16), coat);
      mus.scale.set(0.20, 0.30, 0.28);
      wrap.add(mus);

      const upper = new THREE.Group();
      upper.rotation.x = cfg.aU;
      wrap.add(upper);
      upper.add(segmentBetween(new THREE.Vector3(0, 0, 0), new THREE.Vector3(0, -cfg.Lu, 0), 0.165, 0.105, coat, 14));

      const knee = new THREE.Group();
      knee.position.set(0, -cfg.Lu, 0);
      knee.rotation.x = cfg.aK;
      upper.add(knee);
      knee.add(new THREE.Mesh(new THREE.SphereGeometry(0.105, 14, 12), coat));
      knee.add(segmentBetween(new THREE.Vector3(0, 0, 0), new THREE.Vector3(0, -cfg.Lk, 0), 0.098, 0.058, coat, 14));

      const ankle = new THREE.Group();
      ankle.position.set(0, -cfg.Lk, 0);
      ankle.rotation.x = cfg.aA;
      knee.add(ankle);
      ankle.add(new THREE.Mesh(new THREE.SphereGeometry(0.062, 12, 10), coat));
      ankle.add(segmentBetween(new THREE.Vector3(0, 0, 0), new THREE.Vector3(0, -cfg.La * 0.66, 0.02), 0.055, 0.05, coat, 12));
      for (let i = 0; i < 5; i++) {
        const a = (i / 4 - 0.5) * 1.4;
        ankle.add(segmentBetween(new THREE.Vector3(Math.sin(a) * 0.05, -0.04, Math.cos(a) * 0.03),
          new THREE.Vector3(Math.sin(a) * 0.10, -cfg.La * 0.55, Math.cos(a) * 0.06 - 0.05), 0.022, 0.003,
          iri(cfg.hue + 0.3, {
            roughness: 0.3,
            metalness: 0.55,
            light: 0.62
          }), 5));
      }
      const hf = new THREE.Mesh(new THREE.CylinderGeometry(0.075, 0.095, cfg.La * 0.34, 14), hoofM);
      hf.position.set(0, -cfg.La * 0.84, 0.03);
      ankle.add(hf);

      const marker = new THREE.Object3D();
      marker.position.set(0, -cfg.La * 0.9, 0.03);
      ankle.add(marker);
      legs.push({
        upper,
        knee,
        ankle,
        aA: cfg.aA,
        delay: cfg.delay,
        hind: !!cfg.hind,
        rootY: cfg.y,
        rootX: side * cfg.x,
        rootZ: cfg.z,
        L1: cfg.Lu,
        L2: cfg.Lk + cfg.La * 0.8,
        marker,
        prevU: 0
      });
      return wrap;
    }

    function createUnicorn() {
      const g = new THREE.Group();
      body = new THREE.Group();
      g.add(body);

      const coat = iri(0.06, {
        roughness: 0.28,
        metalness: 0.55
      });

      const barrel = new THREE.Mesh(new THREE.SphereGeometry(1, 34, 26), coat);
      barrel.scale.set(0.47, 0.55, 1.38);
      barrel.position.set(0, 0.05, 0);
      body.add(barrel);
      const chest = new THREE.Mesh(new THREE.SphereGeometry(1, 28, 22), iri(0.12, {
        roughness: 0.28,
        metalness: 0.55
      }));
      chest.scale.set(0.46, 0.54, 0.56);
      chest.position.set(0, 0.10, 0.95);
      body.add(chest);
      const rump = new THREE.Mesh(new THREE.SphereGeometry(1, 30, 24), iri(0.5, {
        roughness: 0.28,
        metalness: 0.55
      }));
      rump.scale.set(0.50, 0.57, 0.64);
      rump.position.set(0, 0.12, -1.02);
      body.add(rump);
      const withers = new THREE.Mesh(new THREE.SphereGeometry(1, 22, 18), coat);
      withers.scale.set(0.30, 0.26, 0.40);
      withers.position.set(0, 0.48, 0.86);
      body.add(withers);

      neckRoot = new THREE.Group();
      neckRoot.position.set(0, 0.50, 1.02);
      neckRoot.rotation.x = -0.60;
      body.add(neckRoot);
      let parent = neckRoot;
      const NN = 7;
      for (let i = 0; i < NN; i++) {
        const f = i / NN;
        const j = new THREE.Group();
        j.userData.base = -0.06 - f * 0.05;
        j.rotation.x = j.userData.base;
        const segLen = 0.225;
        const r0 = 0.28 * (1 - f * 0.42),
          r1 = 0.30 * (1 - (f + 1 / NN) * 0.42);
        j.add(segmentBetween(new THREE.Vector3(0, 0, 0), new THREE.Vector3(0, 0, segLen), r0, r1,
          iri(0.06 + f * 0.30, {
            roughness: 0.3,
            metalness: 0.55
          }), 16));
        for (let k = 0; k < 3; k++) {
          const off = (k - 1) * 0.055;
          const st = new THREE.Group();
          st.position.set(off, r0 * 0.95, segLen * 0.4);
          const L = 0.52 + k * 0.06;
          st.add(segmentBetween(new THREE.Vector3(0, 0, 0), new THREE.Vector3(off * 1.6, 0.12, -L), 0.042, 0.004,
            iri(0.3 + f * 0.5 + k * 0.04, {
              roughness: 0.28,
              metalness: 0.6,
              light: 0.64
            }), 6));
          j.add(st);
          maneStrands.push({
            g: st,
            base: 0,
            phase: i * 0.7 + k * 0.5,
            amp: 0.26
          });
        }
        const holder = new THREE.Group();
        holder.position.set(0, 0, segLen);
        j.add(holder);
        parent.add(j);
        parent = holder;
        neckJoints.push(j);
      }
      headGroup = makeHead();
      headGroup.rotation.x = 1.10;
      parent.add(headGroup);

      tailRoot = new THREE.Group();
      tailRoot.position.set(0, 0.42, -1.42);
      tailRoot.rotation.y = Math.PI;
      tailRoot.rotation.x = -0.35;
      body.add(tailRoot);
      let tp = tailRoot;
      const TN = 9;
      for (let i = 0; i < TN; i++) {
        const f = i / TN;
        const j = new THREE.Group();
        j.userData.base = 0.10 + f * 0.06;
        j.rotation.x = j.userData.base;
        const segLen = 0.22;
        j.add(segmentBetween(new THREE.Vector3(0, 0, 0), new THREE.Vector3(0, 0, segLen), 0.11 * (1 - f * 0.55), 0.11 * (1 - (
          f + 1 / TN) * 0.55),
          iri(0.55 + f * 0.4, {
            roughness: 0.3,
            metalness: 0.6
          }), 12));
        for (let k = 0; k < 3; k++) {
          const a = (k - 1) * 0.5;
          const st = new THREE.Group();
          st.position.set(Math.sin(a) * 0.07, Math.cos(a) * 0.05, segLen * 0.5);
          st.add(segmentBetween(new THREE.Vector3(0, 0, 0), new THREE.Vector3(Math.sin(a) * 0.13, -0.06, 0.52), 0.028, 0.004,
            iri(0.55 + f * 0.4 + k * 0.05, {
              roughness: 0.25,
              metalness: 0.65,
              light: 0.62
            }), 5));
          j.add(st);
          tailStrands.push({
            g: st,
            phase: i * 0.6 + k * 0.4,
            amp: 0.22
          });
        }
        const holder = new THREE.Group();
        holder.position.set(0, 0, segLen);
        j.add(holder);
        tp.add(j);
        tp = holder;
        tailJoints.push(j);
      }

      const FORE = {
        x: 0.40,
        y: 0.30,
        z: 1.08,
        Lu: 0.68,
        Lk: 0.62,
        La: 0.34,
        aU: 0.10,
        aK: -0.08,
        aA: 0.03
      };
      const HIND = {
        x: 0.42,
        y: 0.32,
        z: -1.08,
        Lu: 0.70,
        Lk: 0.66,
        La: 0.36,
        aU: -0.36,
        aK: 0.76,
        aA: -0.36,
        hind: true
      };
      body.add(makeLeg(-1, Object.assign({}, HIND, {
        hue: 0.62,
        delay: 0.00
      })));
      body.add(makeLeg(1, Object.assign({}, HIND, {
        hue: 0.62,
        delay: 0.12
      })));
      body.add(makeLeg(-1, Object.assign({}, FORE, {
        hue: 0.72,
        delay: 0.48
      })));
      body.add(makeLeg(1, Object.assign({}, FORE, {
        hue: 0.72,
        delay: 0.60
      })));

      g.scale.setScalar(0.95);
      return g;
    }

    const SAND_Y = -1.133,
      SHORE_X = -1.2;
    let water, waterBase, sandMat, foamMat, sunGlow;
    const splashes = [],
      ripples = [];

    function makeSandTexture() {
      const c = document.createElement('canvas');
      c.width = c.height = 512;
      const x = c.getContext('2d');
      x.fillStyle = '#8d7a60';
      x.fillRect(0, 0, 512, 512);
      for (let i = 0; i < 26000; i++) {
        const g = 70 + Math.random() * 95;
        x.fillStyle = 'rgba(' + (g + 28) + ',' + (g + 8) + ',' + (g - 18) + ',' + (0.10 + Math.random() * 0.30) + ')';
        x.fillRect(Math.random() * 512, Math.random() * 512, 1.6, 1.6);
      }
      for (let i = 0; i < 130; i++) {
        x.strokeStyle = 'rgba(120,104,80,' + (0.05 + Math.random() * 0.10) + ')';
        x.lineWidth = 1 + Math.random() * 2.5;
        x.beginPath();
        const y0 = Math.random() * 512;
        x.moveTo(0, y0);
        x.bezierCurveTo(170, y0 + (Math.random() - 0.5) * 40, 340, y0 + (Math.random() - 0.5) * 40, 512, y0 + (Math.random() -
          0.5) * 20);
        x.stroke();
      }
      const tex = new THREE.CanvasTexture(c);
      tex.wrapS = tex.wrapT = THREE.RepeatWrapping;
      tex.repeat.set(48, 48);
      return tex;
    }

    function makeSkyTexture() {
      const c = document.createElement('canvas');
      c.width = 8;
      c.height = 512;
      const x = c.getContext('2d');
      const gr = x.createLinearGradient(0, 0, 0, 512);
      gr.addColorStop(0.00, '#10184a');
      gr.addColorStop(0.34, '#3d3f86');
      gr.addColorStop(0.55, '#9a5f8a');
      gr.addColorStop(0.72, '#e8825a');
      gr.addColorStop(0.86, '#ffb672');
      gr.addColorStop(1.00, '#ffdca8');
      x.fillStyle = gr;
      x.fillRect(0, 0, 8, 512);
      return new THREE.CanvasTexture(c);
    }

    function makeFoamTexture() {
      const c = document.createElement('canvas');
      c.width = 512;
      c.height = 64;
      const x = c.getContext('2d');
      x.clearRect(0, 0, 512, 64);
      for (let i = 0; i < 1400; i++) {
        const px = Math.random() * 512;
        const py = 32 + (Math.random() - 0.5) * Math.random() * 54;
        const a = 0.5 * (1 - Math.abs(py - 32) / 30);
        x.fillStyle = 'rgba(255,252,246,' + Math.max(0, a) + ')';
        x.beginPath();
        x.arc(px, py, 0.7 + Math.random() * 2.6, 0, Math.PI * 2);
        x.fill();
      }
      const tex = new THREE.CanvasTexture(c);
      tex.wrapS = tex.wrapT = THREE.RepeatWrapping;
      tex.repeat.set(14, 1);
      return tex;
    }

    function createBeach() {
      const env = new THREE.Group();

      const sky = new THREE.Mesh(new THREE.SphereGeometry(320, 32, 24),
        new THREE.MeshBasicMaterial({
          map: makeSkyTexture(),
          side: THREE.BackSide,
          fog: false,
          depthWrite: false
        }));
      env.add(sky);

      const sun = new THREE.Mesh(new THREE.CircleGeometry(7.5, 40),
        new THREE.MeshBasicMaterial({
          color: 0xfff0c2,
          fog: false,
          transparent: true,
          opacity: 0.96
        }));
      sun.position.set(70, 6.5, -250);
      sun.lookAt(0, 6.5, 0);
      env.add(sun);
      sunGlow = new THREE.Mesh(new THREE.CircleGeometry(26, 40),
        new THREE.MeshBasicMaterial({
          color: 0xffb072,
          fog: false,
          transparent: true,
          opacity: 0.30,
          blending: THREE.AdditiveBlending,
          depthWrite: false
        }));
      sunGlow.position.copy(sun.position);
      sunGlow.lookAt(0, 6.5, 0);
      env.add(sunGlow);

      for (let i = 0; i < 11; i++) {
        const cl = new THREE.Mesh(new THREE.SphereGeometry(1, 18, 10),
          new THREE.MeshBasicMaterial({
            color: i % 2 ? 0xffc79a : 0xd98f8a,
            fog: false,
            transparent: true,
            opacity: 0.30,
            depthWrite: false
          }));
        cl.scale.set(24 + Math.random() * 40, 1.1 + Math.random() * 1.6, 5);
        cl.position.set(-160 + Math.random() * 340, 13 + Math.random() * 26, -170 - Math.random() * 130);
        env.add(cl);
      }

      sandMat = new THREE.MeshStandardMaterial({
        map: makeSandTexture(),
        roughness: 0.92,
        metalness: 0.03
      });
      const sand = new THREE.Mesh(new THREE.PlaneGeometry(900, 900), sandMat);
      sand.rotation.x = -Math.PI / 2;
      sand.position.y = SAND_Y;
      env.add(sand);

      const wet = new THREE.Mesh(new THREE.PlaneGeometry(7, 900),
        new THREE.MeshStandardMaterial({
          color: 0x6b5a45,
          roughness: 0.22,
          metalness: 0.35,
          transparent: true,
          opacity: 0.75
        }));
      wet.rotation.x = -Math.PI / 2;
      wet.position.set(SHORE_X + 2.4, SAND_Y + 0.004, 0);
      env.add(wet);

      const wg = new THREE.PlaneGeometry(700, 700, 90, 90);
      water = new THREE.Mesh(wg, new THREE.MeshStandardMaterial({
        color: 0x2a6478,
        roughness: 0.14,
        metalness: 0.6,
        transparent: true,
        opacity: 0.86
      }));
      water.rotation.x = -Math.PI / 2;
      water.position.set(SHORE_X + 350, SAND_Y + 0.05, 0);
      waterBase = Float32Array.from(wg.attributes.position.array);
      env.add(water);

      const streak = new THREE.Mesh(new THREE.PlaneGeometry(11, 260),
        new THREE.MeshBasicMaterial({
          color: 0xffc98a,
          transparent: true,
          opacity: 0.24,
          blending: THREE.AdditiveBlending,
          depthWrite: false,
          fog: false
        }));
      streak.rotation.x = -Math.PI / 2;
      streak.position.set(24, SAND_Y + 0.09, -120);
      env.add(streak);

      foamMat = new THREE.MeshBasicMaterial({
        map: makeFoamTexture(),
        transparent: true,
        opacity: 0.85,
        depthWrite: false
      });
      const foam = new THREE.Mesh(new THREE.PlaneGeometry(3.2, 900), foamMat);
      foam.rotation.x = -Math.PI / 2;
      foam.position.set(SHORE_X + 0.7, SAND_Y + 0.06, 0);
      foam.name = 'foam';
      env.add(foam);
      env.userData.foam = foam;

      const dropGeo = new THREE.SphereGeometry(0.035, 7, 6);
      const dropMat = new THREE.MeshStandardMaterial({
        color: 0xdff2f6,
        roughness: 0.1,
        metalness: 0.2,
        transparent: true,
        opacity: 0.9
      });
      for (let i = 0; i < 90; i++) {
        const m = new THREE.Mesh(dropGeo, dropMat);
        m.visible = false;
        env.add(m);
        splashes.push({
          m,
          v: new THREE.Vector3(),
          life: 0
        });
      }
      for (let i = 0; i < 10; i++) {
        const mat = new THREE.MeshBasicMaterial({
          color: 0xcfeef5,
          transparent: true,
          opacity: 0,
          depthWrite: false
        });
        const m = new THREE.Mesh(new THREE.TorusGeometry(1, 0.035, 6, 40), mat);
        m.rotation.x = -Math.PI / 2;
        m.visible = false;
        env.add(m);
        ripples.push({
          m,
          mat,
          life: 0
        });
      }
      return env;
    }

    function spawnSplash(pos) {
      let n = 0;
      for (let i = 0; i < splashes.length && n < 7; i++) {
        const s = splashes[i];
        if (s.life > 0) continue;
        s.m.position.copy(pos);
        s.v.set((Math.random() - 0.5) * 1.5, 1.2 + Math.random() * 1.7, (Math.random() - 0.5) * 1.5);
        s.life = 1;
        s.m.visible = true;
        s.m.scale.setScalar(0.7 + Math.random() * 0.8);
        n++;
      }
      for (let i = 0; i < ripples.length; i++) {
        const r = ripples[i];
        if (r.life > 0) continue;
        r.m.position.set(pos.x, SAND_Y + 0.055, pos.z);
        r.m.scale.setScalar(0.05);
        r.life = 1;
        r.m.visible = true;
        break;
      }
    }

    function updateBeach(t, dt) {
      if (water) {
        const pos = water.geometry.attributes.position;
        for (let i = 0; i < pos.count; i++) {
          const bx = waterBase[i * 3],
            by = waterBase[i * 3 + 1];
          const worldX = bx + water.position.x;
          const ramp = Math.min(1, Math.max(0, (worldX - SHORE_X) / 26));
          const a = ramp * 0.34;
          const h = Math.sin(by * 0.16 + t * 1.15) * a +
            Math.sin(by * 0.37 - t * 1.7 + bx * 0.05) * a * 0.45 +
            Math.sin(bx * 0.09 + t * 0.8) * a * 0.3;
          pos.array[i * 3 + 2] = h;
        }
        pos.needsUpdate = true;
        water.geometry.computeVertexNormals();
      }
      if (sandMat && sandMat.map) sandMat.map.offset.y -= dt * 0.16;
      if (foamMat && foamMat.map) {
        foamMat.map.offset.x -= dt * 0.05;
        foamMat.opacity = 0.62 + Math.sin(t * 0.5) * 0.22;
      }
      if (sunGlow) sunGlow.material.opacity = 0.26 + Math.sin(t * 0.7) * 0.05;

      for (let i = 0; i < splashes.length; i++) {
        const s = splashes[i];
        if (s.life <= 0) continue;
        s.v.y -= 7.5 * dt;
        s.m.position.addScaledVector(s.v, dt);
        s.life -= dt * 0.85;
        if (s.m.position.y < SAND_Y + 0.02 || s.life <= 0) {
          s.life = 0;
          s.m.visible = false;
        }
      }
      for (let i = 0; i < ripples.length; i++) {
        const r = ripples[i];
        if (r.life <= 0) continue;
        r.life -= dt * 0.7;
        const k = 1 - r.life;
        r.m.scale.setScalar(0.05 + k * 1.5);
        r.mat.opacity = Math.max(0, r.life * 0.55);
        if (r.life <= 0) r.m.visible = false;
      }
    }

    function init() {
      initBackground();
      updateSize();
      scene = new THREE.Scene();
      scene.background = null;
      camera = new THREE.PerspectiveCamera(46, innerWidth / innerHeight, 0.1, 1000);
      updateCamera();
      scene.add(createBeach());
      scene.fog = new THREE.FogExp2(0xe0a887, 0.0075);

      unicorn = createUnicorn();
      scene.add(unicorn);

      scene.add(new THREE.HemisphereLight(0xbfd4ff, 0x6b5340, 0.5));
      const key = new THREE.DirectionalLight(0xfff0d8, 1.15);
      key.position.set(6, 7, -8);
      scene.add(key);
      const sunRim = new THREE.DirectionalLight(0xffb877, 1.5);
      sunRim.position.set(14, 2.5, -22);
      scene.add(sunRim);
      const rim = new THREE.PointLight(0x59d4ff, 1.0, 80);
      rim.position.set(-8, 4, 6);
      scene.add(rim);
      const rim2 = new THREE.PointLight(0xff5fae, 0.8, 80);
      rim2.position.set(7, -1, 5);
      scene.add(rim2);
      const bounce = new THREE.PointLight(0xffcf9a, 0.55, 40);
      bounce.position.set(0, -2.5, 2);
      scene.add(bounce);

      addPointerControls();
      animate();
    }

    function solveIK(L, targetY, targetZ) {
      const L1 = L.L1,
        L2 = L.L2;
      let ty = targetY - L.rootY,
        tz = targetZ;
      let d = Math.hypot(ty, tz) || 1e-5;
      const maxD = (L1 + L2) * 0.995,
        minD = Math.abs(L1 - L2) + 0.02;
      const dc = Math.min(maxD, Math.max(minD, d));
      const sc = dc / d;
      ty *= sc;
      tz *= sc;
      d = dc;
      const cl = v => v < -1 ? -1 : v > 1 ? 1 : v;
      const total = Math.atan2(-tz, -ty);
      const alpha = Math.acos(cl((d * d + L1 * L1 - L2 * L2) / (2 * d * L1)));
      const interior = Math.acos(cl((L1 * L1 + L2 * L2 - d * d) / (2 * L1 * L2)));
      const s = L.hind ? -1 : 1;
      return {
        upper: total - s * alpha,
        knee: s * (Math.PI - interior)
      };
    }

    const _hoofPos = new THREE.Vector3();
    const GALLOP = 0.85;
    let _prevT = 0;

    function animate() {
      requestAnimationFrame(animate);
      const t = performance.now() * 0.001;
      const dt = Math.min(0.05, _prevT ? t - _prevT : 0.016);
      _prevT = t;
      updateBeach(t, dt);

      hueShift = (t * 0.05) % 1;
      for (let i = 0; i < iriMats.length; i++) {
        const m = iriMats[i];
        m.color.setHSL((hueShift + m.userData.offset) % 1, m.userData.sat, m.userData.light);
      }

      const cycle = t * GALLOP;
      const STANCE = 0.34;
      const GROUND = -1.14,
        REACH = 0.46,
        LIFT = 0.42;

      const bp = body ? body.rotation.x : 0,
        br = body ? body.rotation.z : 0,
        by = body ? body.position.y : 0;
      for (let i = 0; i < legs.length; i++) {
        const L = legs[i];
        let u = (cycle - L.delay) % 1;
        if (u < 0) u += 1;
        const groundLocal = (GROUND - by + L.rootZ * Math.sin(bp) - L.rootX * Math.sin(br)) / Math.cos(bp);
        if (u < L.prevU) {
          L.marker.getWorldPosition(_hoofPos);
          spawnSplash(_hoofPos);
        }
        L.prevU = u;
        let tz, ty,
          load = 0;
        if (u < STANCE) {
          const s = u / STANCE;
          tz = REACH - s * 2 * REACH;
          ty = groundLocal;
          load = Math.sin(s * Math.PI);
        } else {
          const s = (u - STANCE) / (1 - STANCE);
          const e = s * s * (3 - 2 * s);
          tz = -REACH + e * 2 * REACH;
          ty = groundLocal + Math.sin(s * Math.PI) * LIFT;
        }
        const a = solveIK(L, ty, tz);
        L.upper.rotation.x = a.upper;
        L.knee.rotation.x = a.knee;
        L.ankle.rotation.x = L.aA + load * 0.22 - (1 - load) * 0.10;
      }

      if (body) {
        body.position.y = Math.sin(cycle * TAU) * 0.075 + Math.sin(cycle * TAU * 2) * 0.03;
        body.rotation.x = Math.sin(cycle * TAU - 0.6) * 0.07;
        body.rotation.z = Math.sin(cycle * TAU) * 0.022;
        const breathe = 1 + Math.sin(t * 1.1) * 0.012;
        body.scale.set(breathe, breathe, 1);
      }

      for (let i = 0; i < neckJoints.length; i++) {
        const j = neckJoints[i];
        j.rotation.x = j.userData.base + Math.sin(cycle * TAU - i * 0.35) * 0.055;
        j.rotation.y = Math.sin(t * 0.8 - i * 0.3) * 0.03;
      }
      if (headGroup) {
        headGroup.rotation.x = 1.10 - Math.sin(cycle * TAU) * 0.10;
        headGroup.rotation.y = Math.sin(t * 0.6) * 0.10;
      }

      for (let i = 0; i < maneStrands.length; i++) {
        const s = maneStrands[i];
        s.g.rotation.x = Math.sin(cycle * TAU * 1.1 - s.phase) * s.amp - 0.25 + Math.sin(t * 0.9 - s.phase * 0.4) * 0.10;
        s.g.rotation.z = Math.sin(cycle * TAU * 0.8 - s.phase * 0.7) * s.amp * 0.5 + Math.sin(t * 0.7 - s.phase * 0.3) *
          0.08;
      }
      for (let i = 0; i < tailJoints.length; i++) {
        const j = tailJoints[i];
        j.rotation.x = j.userData.base + Math.sin(cycle * TAU * 1.0 - i * 0.4) * 0.07;
        j.rotation.y = Math.sin(cycle * TAU * 0.7 - i * 0.35) * 0.06;
      }
      for (let i = 0; i < tailStrands.length; i++) {
        const s = tailStrands[i];
        s.g.rotation.x = Math.sin(cycle * TAU * 1.2 - s.phase) * s.amp + Math.sin(t * 0.8 - s.phase * 0.5) * 0.09;
        s.g.rotation.y = Math.sin(cycle * TAU * 0.9 - s.phase * 0.8) * s.amp * 0.6 + Math.sin(t * 0.6 - s.phase * 0.35) *
          0.07;
      }

      if (unicorn) {
        unicorn.rotation.y = Math.sin(t * 0.10) * 0.10;
        unicorn.position.y = -0.05;
      }

      if (!dragging) cam.autoYaw += 0.0007;
      applyCamera();
      renderer.render(scene, camera);
    }

    let dragging = false,
      lastX = 0,
      lastY = 0,
      pinchD = 0;

    function addPointerControls() {
      const c = renderer.domElement;
      c.addEventListener('pointerdown', e => {
        dragging = true;
        lastX = e.clientX;
        lastY = e.clientY;
        c.setPointerCapture(e.pointerId);
      });
      c.addEventListener('pointermove', e => {
        if (!dragging) return;
        cam.targetYaw += (e.clientX - lastX) * 0.006;
        cam.targetPitch += (e.clientY - lastY) * 0.006;
        lastX = e.clientX;
        lastY = e.clientY;
      });
      const stop = () => dragging = false;
      c.addEventListener('pointerup', stop);
      c.addEventListener('pointercancel', stop);
      c.addEventListener('pointerleave', stop);
      c.addEventListener('wheel', e => {
        e.preventDefault();
        cam.targetDist = Math.max(4.5, Math.min(20, cam.targetDist + e.deltaY * 0.012));
      }, { passive: false });
      c.addEventListener('touchmove', e => {
        if (e.touches.length === 2) {
          const dx = e.touches[0].clientX - e.touches[1].clientX,
            dy = e.touches[0].clientY - e.touches[1].clientY;
          const d = Math.hypot(dx, dy);
          if (pinchD) cam.targetDist = Math.max(4.5, Math.min(20, cam.targetDist + (pinchD - d) * 0.02));
          pinchD = d;
        }
      }, { passive: true });
      c.addEventListener('touchend', () => pinchD = 0);
    }
    addEventListener('resize', () => {
      updateSize();
      initBackground();
      if (camera) {
        camera.aspect = innerWidth / innerHeight;
        updateCamera();
      }
    });
    addEventListener('load', init);
  </script>
</body>
</html>
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