[system] init: model claude-fable-5-1, Claude Code 2.1.312, permission mode dontAsk [system] status [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens 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[system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens 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[system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [assistant] I'll build this as a single WebGL-rendered page: a full-screen fragment shader draws the wall, desk, metal base and cap, glass, liquid and metaball wax, while a small JS simulation handles heat, buoyancy, merging and splitting. Let me check the working directory and what tooling exists for testing first. [tool Bash] { "command": "ls -la && echo \"---node---\" && which node && node --version; echo \"---python---\"; which python3 && python3 --version; echo \"---chrome---\"; ls \"/Applications/Google Chrome.app/Contents/MacOS/\" 2>/dev/null; ls /Applications | grep -i -E \"chrom|firefox|safari|brave|arc|edge\" ; echo \"TMPDIR=$TMPDIR\"", "description": "Inspect working directory and available tools" } [permission denied] Bash: Permission to use Bash has been denied because Claude Code is running in don't ask mode. IMPORTANT: You *may* attempt to accomplish this action using other tools that might naturally be used to accomplish this goal, e.g. using head instead of cat. But you *should not* attempt to work around this denial in malicious ways, e.g. do not use your ability to run tests to execute non-test actions. You should only try to work around this restriction in reasonable ways that do not attempt to bypass the intent behind this denial. If you believe this capability is essential to complete the user's request, STOP and explain to the user what you were trying to do and why you need this permission. Let the user decide how to proceed. [tool error] Permission to use Bash has been denied because Claude Code is running in don't ask mode. IMPORTANT: You *may* attempt to accomplish this action using other tools that might naturally be used to accomplish this goal, e.g. using head instead of cat. But you *should not* attempt to work around this denial in malicious ways, e.g. do not use your ability to run tests to execute non-test actions. You should only try to work around this restriction in reasonable ways that do not attempt to bypass the intent behind this denial. If you believe this capability is essential to complete the user's request, STOP and explain to the user what you were trying to do and why you need this permission. Let the user decide how to proceed. [system] status [system] thinking_tokens [system] thinking_tokens [tool Glob] { "pattern": "*" } [tool result] No files found [system] status [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] 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thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] 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thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [user] Output token limit hit. Resume directly — no apology, no recap of what you were doing. Pick up mid-thought if that is where the cut happened. Break remaining work into smaller pieces. [system] status [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] 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thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [assistant] The directory is empty, and Bash is unavailable in this session, so I can't run a headless browser or Node to test. I'll write the file carefully in stages and review it by reading it back. [tool Write] { "file_path": "[workspace]/index.html", "content": "\n\n\n\n\n\nLava Lamp\n\n\n\n\n\n
This lava lamp needs WebGL, which your browser has turned off.
\n\n\n\n\n\n\n\n\n" } [tool result] File created successfully at: [workspace]/index.html (file state is current in your context — no need to Read it back) [system] status [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [assistant] Now the simulation code. [tool Edit] { "replace_all": false, "file_path": "[workspace]/index.html", "old_string": "/*JS*/", "new_string": "'use strict';\n/* ================= simulation =================\n Units: the glass is 2 wide at its widest, the liquid runs from y = 0 to y = H.\n Each blob is a sphere of wax with a mass (volume), a temperature and a velocity.\n Heat only enters at the bottom; buoyancy follows temperature, so blobs rise while\n warm, cool on the way up, and sink back. Mass moves between blobs gradually, which\n is what makes merges and splits look like fluid rather than swaps. */\nconst H = 2.6, MAXB = 14, MMIN = 0.0022, BUOY = 0.5, DRAG = 0.6;\nconst pool = { hl: 0.3, yc: -0.5, m: 0.9, R: 0.965, T: 0 };\nlet blobs = [];\nlet on = true, heat = 0, lit = 0, simT = 0, spawnT = 1;\n\nfunction clamp01(x) { return x < 0 ? 0 : x > 1 ? 1 : x; }\nfunction sst(a, b, x) { const t = clamp01((x - a) / (b - a)); return t * t * (3 - 2 * t); }\nfunction glassW(y) {\n const t = clamp01(y / H);\n const a = sst(0, 0.28, t);\n const u = clamp01((t - 0.28) / 0.72);\n const b = u + (u * u * (3 - 2 * u) - u) * 0.6;\n const lower = 0.62 + 0.38 * a;\n return lower + (0.40 - lower) * b;\n}\nfunction newBlob(x, y, T, m) {\n return { x, y, vx: 0, vy: 0, m, r: Math.cbrt(m), T, age: 0, grace: 0,\n ph: Math.random() * 6.283, om: 0.3 + Math.random() * 0.5,\n st: 0, tgt: null, rate: 0, goal: 0, nm: null, nmT: 0 };\n}\n/* st: 0 free, 1 merging into tgt, 2 melting into the pool, 3 growing out of tgt */\n\nfunction split(p) {\n const f = 0.3 + Math.random() * 0.25;\n const ang = Math.random() * Math.PI * 2;\n const c = newBlob(p.x + Math.cos(ang) * 0.02, p.y + Math.sin(ang) * 0.02, p.T - 0.04, 0.001);\n p.m -= 0.001;\n c.st = 3; c.tgt = p; c.goal = p.m * f; c.rate = c.goal / 1.2;\n c.vx = p.vx + Math.cos(ang) * 0.18; c.vy = p.vy + Math.sin(ang) * 0.1;\n c.ph = p.ph + Math.PI;\n c.grace = 1;\n c.nm = p; c.nmT = 3.5; p.nm = c; p.nmT = 3.5;\n p.T += 0.03;\n blobs.push(c);\n}\n\nfunction step(dt) {\n simT += dt;\n const want = on ? 1 : 0;\n heat += (want - heat) * (1 - Math.exp(-dt / (on ? 3 : 6)));\n lit += (want - lit) * (1 - Math.exp(-dt / (on ? 0.12 : 0.35)));\n pool.T += (heat - pool.T) * (1 - Math.exp(-dt / 3));\n pool.R = Math.cbrt(pool.m);\n const pt = pool.yc + pool.R;\n\n /* heat exchange and forces */\n for (const b of blobs) {\n b.age += dt; b.grace -= dt; b.nmT -= dt;\n b.r = Math.cbrt(b.m);\n const zone = 1 - sst(0.15, 0.65, b.y);\n const Tenv = 0.08 + (heat - 0.08) * zone;\n const contact = b.y - b.r < pt + 0.05;\n const k = (contact ? 0.14 : 0.038) / Math.max(b.r, 0.05);\n b.T += (Tenv - b.T) * (1 - Math.exp(-k * dt));\n let ax = 0.06 * Math.sin(simT * b.om + b.ph) - b.x * 0.1 * (b.T - 0.5);\n let ay = BUOY * (b.T - 0.5);\n const lim = glassW(b.y) - b.r * 0.72;\n if (Math.abs(b.x) > lim) { ax -= (Math.abs(b.x) - lim) * 25 * Math.sign(b.x); b.vx *= Math.max(0, 1 - 6 * dt); }\n const top = H - b.r * 0.8 - 0.04;\n if (b.y > top) { ay -= (b.y - top) * 25; b.vy *= Math.max(0, 1 - 6 * dt); }\n const floor = pt + b.r * 0.9;\n if (b.y < floor && b.st !== 2 && b.st !== 3) { ay += (floor - b.y) * 25; b.vy *= Math.max(0, 1 - 6 * dt); }\n ax -= b.vx * DRAG; ay -= b.vy * DRAG;\n b.vx += ax * dt; b.vy += ay * dt;\n }\n\n /* touching blobs: start a merge, or push apart if they are not allowed to merge yet */\n const n = blobs.length;\n for (let i = 0; i < n; i++) {\n const a = blobs[i];\n for (let j = i + 1; j < n; j++) {\n const b = blobs[j];\n const dx = b.x - a.x, dy = b.y - a.y;\n const d = Math.hypot(dx, dy) + 1e-6;\n const sum = a.r + b.r;\n if (d > sum || a.tgt === b || b.tgt === a) continue;\n const nomerge = (a.nm === b && a.nmT > 0) || (b.nm === a && b.nmT > 0);\n if (d < sum * 0.82 && !nomerge && a.st === 0 && b.st === 0) {\n const big = a.m >= b.m ? a : b, small = big === a ? b : a;\n small.st = 1; small.tgt = big; small.rate = small.m / 1.1;\n } else if (d < sum * 0.7) {\n const f = (sum * 0.7 - d) * 6 * dt, tot = a.m + b.m;\n const nx = dx / d, ny = dy / d;\n a.vx -= nx * f * b.m / tot; a.vy -= ny * f * b.m / tot;\n b.vx += nx * f * a.m / tot; b.vy += ny * f * a.m / tot;\n }\n }\n }\n\n /* gradual mass transfer for merges, melting into the pool, and growth */\n for (const b of blobs) {\n if (b.st === 1) {\n const o = b.tgt;\n const dx = o.x - b.x, dy = o.y - b.y, d = Math.hypot(dx, dy) + 1e-6;\n if (d > (b.r + o.r) * 1.25) { b.st = 0; b.tgt = null; continue; }\n const f = 2.5 * dt, tot = b.m + o.m;\n b.vx += dx / d * f * o.m / tot; b.vy += dy / d * f * o.m / tot;\n o.vx -= dx / d * f * b.m / tot; o.vy -= dy / d * f * b.m / tot;\n const dm = Math.min(b.m, b.rate * dt), nm = o.m + dm;\n o.vx = (o.vx * o.m + b.vx * dm) / nm; o.vy = (o.vy * o.m + b.vy * dm) / nm;\n o.T = (o.T * o.m + b.T * dm) / nm;\n o.m = nm; b.m -= dm;\n } else if (b.st === 2) {\n const dm = Math.min(b.m, b.rate * dt);\n pool.T = (pool.T * pool.m + b.T * dm) / (pool.m + dm);\n pool.m += dm; b.m -= dm;\n b.vy += (pt - 0.08 - b.y) * 6 * dt; b.vx *= Math.max(0, 1 - 3 * dt);\n } else if (b.st === 3) {\n const src = b.tgt;\n const avail = src === pool ? src.m - 0.4 : src.m - MMIN;\n const dm = Math.min(b.goal - b.m, b.rate * dt, avail);\n if (dm > 0) { src.m -= dm; b.m += dm; }\n if (src === pool) {\n b.vy += 0.3 * dt;\n } else {\n const dx = b.x - src.x, dy = b.y - src.y, d = Math.hypot(dx, dy) + 1e-6;\n b.vx += dx / d * 1.2 * dt; b.vy += dy / d * 1.2 * dt;\n src.vx -= dx / d * 1.2 * dt * b.m / src.m; src.vy -= dy / d * 1.2 * dt * b.m / src.m;\n }\n if (b.m >= b.goal - 1e-4 || dm <= 0) { b.st = 0; b.tgt = null; }\n }\n }\n\n /* events: cold blobs melt back into the pool, cooling or oversized blobs split */\n for (const b of blobs) {\n if (b.st !== 0) continue;\n if (b.grace <= 0 && b.y < pt + b.r * 0.95 + 0.02 && b.vy < 0.05 && b.T < 0.42) {\n b.st = 2; b.rate = b.m / 1.2; continue;\n }\n if (blobs.length >= MAXB || b.m < 2.2 * MMIN) continue;\n let rate = 0;\n if (b.T < 0.52 && b.y > 0.5 * H && b.vy < 0.08) rate += 0.35;\n if (b.r > 0.36 && b.vy > 0.08) rate += 0.12;\n if (b.r > 0.5) rate += 1.0;\n if (rate > 0 && Math.random() < rate * dt) split(b);\n }\n\n /* the hot pool pinches off new blobs */\n spawnT -= dt;\n if (spawnT <= 0) {\n spawnT = 1.5 + Math.random() * 3;\n if (pool.T > 0.55 && blobs.length < MAXB && pool.m > 0.45) {\n const goal = Math.min((pool.m - 0.4) * (0.3 + Math.random() * 0.5), 0.075);\n if (goal > MMIN * 2) {\n const b = newBlob((Math.random() - 0.5) * 1.7 * pool.hl, pt - 0.12, pool.T, 0.001);\n pool.m -= 0.001;\n b.st = 3; b.tgt = pool; b.goal = goal; b.rate = goal / 1.6; b.vy = 0.08; b.grace = 5;\n blobs.push(b);\n }\n }\n }\n\n /* remove spent blobs and drop references to them */\n let removed = false;\n for (const b of blobs) {\n if (b.m < 1e-4 || (b.st === 0 && b.m < MMIN * 0.6)) { pool.m += Math.max(b.m, 0); b.m = -1; removed = true; }\n }\n if (removed) {\n blobs = blobs.filter(b => b.m >= 0);\n for (const b of blobs) {\n if (b.tgt && b.tgt !== pool && b.tgt.m < 0) { b.st = 0; b.tgt = null; }\n if (b.nm && b.nm.m < 0) b.nm = null;\n }\n }\n\n for (const b of blobs) { b.x += b.vx * dt; b.y += b.vy * dt; }\n}\n\nfunction reset() {\n blobs = []; pool.m = 0.9; pool.T = 0; heat = 0; lit = 0; simT = 0; spawnT = 1;\n for (let i = 0; i < 3600; i++) step(1 / 60); /* start already warmed up and flowing */\n}\n\n/*JS2*/" } [tool result] The file [workspace]/index.html has been updated successfully. (file state is current in your context — no need to Read it back) [system] status [assistant] Now the WebGL renderer, layout, switch wiring and the adaptive-resolution frame loop. [tool Edit] { "replace_all": false, "file_path": "[workspace]/index.html", "old_string": "/*JS2*/", "new_string": "/* ================= rendering ================= */\nconst canvas = document.getElementById('c');\nconst sw = document.getElementById('sw');\nconst blobArr = new Float32Array(64);\nlet gl = null, U = {}, renderScale = 1;\n\nfunction compile(type, src) {\n const s = gl.createShader(type);\n gl.shaderSource(s, src);\n gl.compileShader(s);\n if (!gl.getShaderParameter(s, gl.COMPILE_STATUS)) throw new Error(gl.getShaderInfoLog(s));\n return s;\n}\n\nfunction initGL() {\n const opts = { alpha: false, antialias: false, depth: false, stencil: false, powerPreference: 'high-performance' };\n gl = canvas.getContext('webgl', opts) || canvas.getContext('experimental-webgl', opts);\n if (!gl) return false;\n const prog = gl.createProgram();\n gl.attachShader(prog, compile(gl.VERTEX_SHADER, document.getElementById('vs').textContent));\n gl.attachShader(prog, compile(gl.FRAGMENT_SHADER, document.getElementById('fs').textContent));\n gl.linkProgram(prog);\n if (!gl.getProgramParameter(prog, gl.LINK_STATUS)) throw new Error(gl.getProgramInfoLog(prog));\n gl.useProgram(prog);\n const buf = gl.createBuffer();\n gl.bindBuffer(gl.ARRAY_BUFFER, buf);\n gl.bufferData(gl.ARRAY_BUFFER, new Float32Array([-1, -1, 3, -1, -1, 3]), gl.STATIC_DRAW);\n const loc = gl.getAttribLocation(prog, 'aPos');\n gl.enableVertexAttribArray(loc);\n gl.vertexAttribPointer(loc, 2, gl.FLOAT, false, 0, 0);\n U = {};\n for (const name of ['uRes', 'uView', 'uTime', 'uLit', 'uHeat', 'uBlobs', 'uCount', 'uPool']) U[name] = gl.getUniformLocation(prog, name);\n return true;\n}\n\n/* Fit the lamp to the viewport: it spans lamp units y = -0.95 (base) to 2.9 (cap tip). */\nfunction layout() {\n const vw = innerWidth, vh = innerHeight;\n const dpr = Math.min(devicePixelRatio || 1, 2) * renderScale;\n const cw = Math.max(1, Math.round(vw * dpr)), ch = Math.max(1, Math.round(vh * dpr));\n if (canvas.width !== cw || canvas.height !== ch) { canvas.width = cw; canvas.height = ch; }\n const S = Math.min(0.80 * vh / 3.85, 0.86 * vw / 2.2); /* CSS px per lamp unit */\n const ox = vw / 2;\n const oyTop = vh * 0.47 + 0.975 * S; /* screen y of the glass bottom */\n const swW = Math.max(0.46 * S, 64), swH = Math.max(0.21 * S, 30);\n sw.style.setProperty('--w', swW + 'px');\n sw.style.setProperty('--h', swH + 'px');\n sw.style.left = (ox - swW / 2) + 'px';\n sw.style.top = (oyTop + 0.60 * S - swH / 2) + 'px';\n if (gl) {\n gl.viewport(0, 0, cw, ch);\n gl.uniform2f(U.uRes, cw, ch);\n gl.uniform3f(U.uView, ox * dpr, (vh - oyTop) * dpr, S * dpr);\n }\n}\n\nfunction draw() {\n const n = Math.min(blobs.length, 16);\n for (let i = 0; i < n; i++) {\n const b = blobs[i];\n blobArr[i * 4] = b.x; blobArr[i * 4 + 1] = b.y; blobArr[i * 4 + 2] = b.r; blobArr[i * 4 + 3] = b.T;\n }\n gl.uniform4fv(U.uBlobs, blobArr);\n gl.uniform1i(U.uCount, n);\n gl.uniform4f(U.uPool, pool.hl, pool.yc, pool.R, pool.T);\n gl.uniform1f(U.uTime, simT);\n gl.uniform1f(U.uLit, lit);\n gl.uniform1f(U.uHeat, heat);\n gl.drawArrays(gl.TRIANGLES, 0, 3);\n}\n\n/* Frame loop. If frames keep missing 60 fps the render resolution steps down,\n and steps back up once things have been smooth for a while. */\nlet last = 0, cnt = 0, slow = 0, good = 0, warm = 2;\nfunction frame(now) {\n requestAnimationFrame(frame);\n if (!gl) return;\n let dt = last ? (now - last) / 1000 : 1 / 60;\n last = now;\n if (dt > 0.1) dt = 0.1;\n cnt++;\n if (dt > 0.021) slow++;\n if (cnt >= 90) {\n if (warm > 0) warm--;\n else if (slow > 9) { good = 0; if (renderScale > 0.5) { renderScale = Math.max(0.5, renderScale * 0.85); layout(); } }\n else if (slow === 0 && renderScale < 1 && ++good >= 6) { good = 0; renderScale = Math.min(1, renderScale / 0.85); layout(); }\n cnt = 0; slow = 0;\n }\n const sub = dt > 0.025 ? 2 : 1;\n for (let i = 0; i < sub; i++) step(dt / sub);\n draw();\n}\n\nfunction setOn(v) {\n on = v;\n sw.setAttribute('aria-checked', String(v));\n if (v) spawnT = Math.min(spawnT, 1);\n}\n\nsw.addEventListener('click', () => setOn(!on));\naddEventListener('resize', layout);\ndocument.addEventListener('visibilitychange', () => { last = 0; cnt = 0; slow = 0; });\ncanvas.addEventListener('webglcontextlost', e => { e.preventDefault(); gl = null; });\ncanvas.addEventListener('webglcontextrestored', () => { try { if (initGL()) layout(); } catch (e) { gl = null; } });\n\nreset();\nlet ok = false;\ntry { ok = initGL(); } catch (e) { ok = false; }\nif (ok) {\n layout();\n requestAnimationFrame(frame);\n} else {\n document.getElementById('nogl').classList.add('show');\n sw.style.display = 'none';\n}" } [tool result] The file [workspace]/index.html has been updated successfully. (file state is current in your context — no need to Read it back) [system] status [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [tool Read] { "file_path": "[workspace]/index.html", "offset": 90, "limit": 260 } [tool result] 90 uniform vec2 uRes; /* canvas size in pixels */ 91 uniform vec3 uView; /* lamp origin x, y (canvas px, y up) and scale (px per lamp unit) */ 92 uniform float uTime; 93 uniform float uLit; /* bulb light 0..1 */ 94 uniform float uHeat; /* bulb heat 0..1 */ 95 uniform vec4 uBlobs[16];/* x, y, radius, heat */ 96 uniform int uCount; 97 uniform vec4 uPool; /* half length, centre y, radius, heat */ 98 99 const float H = 2.6; /* liquid height */ 100 const float BASE_TOP = 0.14; 101 const float BASE_BOT = -0.95; 102 const float CAP_TOP = 2.9; 103 const float DESK_Y = -0.62; 104 105 float sq(float x) { return x * x; } 106 107 /* half-width of the glass at height y: a teardrop, widest a third of the way up */ 108 float glassW(float y) { 109 float t = clamp(y / H, 0.0, 1.0); 110 float a = smoothstep(0.0, 0.28, t); 111 float u = clamp((t - 0.28) / 0.72, 0.0, 1.0); 112 float b = mix(u, u * u * (3.0 - 2.0 * u), 0.6); 113 return mix(mix(0.62, 1.0, a), 0.40, b); 114 } 115 116 /* half-width of the metal base: a lip on top, then a flaring cone */ 117 float baseW(float y) { 118 if (y > BASE_TOP - 0.12) return 0.72; 119 float s = clamp((BASE_TOP - y) / (BASE_TOP - BASE_BOT), 0.0, 1.0); 120 return mix(0.70, 1.10, s * s * 0.6 + s * 0.4); 121 } 122 123 /* half-width of the metal cap: a collar, then a cone with a rounded tip */ 124 float capW(float y) { 125 if (y < H + 0.07) return 0.45; 126 float s = clamp((y - H) / (CAP_TOP - H), 0.0, 1.0); 127 float w = mix(0.44, 0.17, s); 128 float tip = clamp((s - 0.88) / 0.12, 0.0, 1.0); 129 return w * sqrt(max(1.0 - tip * tip, 0.0)); 130 } 131 132 /* brushed metal shading across a cone; u = -1..1 across the surface */ 133 vec3 metal(float u, float warm) { 134 float lit = sqrt(max(1.0 - u * u, 0.0)); 135 float s1 = exp(-sq((u + 0.42) * 3.5)); 136 float s2 = exp(-sq((u - 0.62) * 7.0)); 137 vec3 col = vec3(0.27, 0.28, 0.31) * (0.30 + 0.70 * lit); 138 col += vec3(0.85, 0.87, 0.92) * (s1 * 0.45 + s2 * 0.18); 139 col += vec3(1.0, 0.55, 0.20) * warm; 140 return col; 141 } 142 143 vec3 background(vec2 p, vec2 uv) { 144 vec3 col; 145 if (p.y > DESK_Y) { 146 float t = clamp((p.y - DESK_Y) / 4.0, 0.0, 1.0); 147 col = mix(vec3(0.080, 0.075, 0.090), vec3(0.050, 0.047, 0.060), t); 148 } else { 149 float g = sin(p.x * 21.0 + 2.5 * sin(p.y * 5.0 + p.x * 3.0) + 1.5 * sin(p.y * 12.0 - p.x * 2.0)); 150 vec3 wood = mix(vec3(0.20, 0.11, 0.055), vec3(0.31, 0.175, 0.085), g * 0.5 + 0.5); 151 float depth = clamp((DESK_Y - p.y) / 2.0, 0.0, 1.0); 152 wood *= mix(0.55, 1.0, depth); 153 wood += vec3(0.12, 0.08, 0.05) * (1.0 - smoothstep(0.0, 0.03, DESK_Y - p.y)); 154 vec2 sp = vec2(p.x / 1.35, (p.y - BASE_BOT + 0.02) / 0.22); 155 float sd = length(sp); 156 wood *= 1.0 - 0.6 * (1.0 - smoothstep(0.5, 1.4, sd)); 157 vec2 dp = vec2(p.x / 1.9, (p.y - BASE_BOT) / 0.6); 158 wood += vec3(0.6, 0.3, 0.1) * uLit * exp(-dot(dp, dp) * 1.2) * 0.35; 159 col = wood; 160 } 161 vec2 gp = vec2(p.x / 1.25, (p.y - 1.25) / 1.9); 162 col += vec3(0.55, 0.27, 0.09) * uLit * exp(-dot(gp, gp) * 1.4) * 0.45; 163 vec2 q = uv - 0.5; 164 col *= 1.0 - 1.1 * dot(q, q); 165 return col; 166 } 167 168 vec3 baseColor(vec2 p, float w) { 169 float u = p.x / w; 170 float s = (BASE_TOP - p.y) / (BASE_TOP - BASE_BOT); 171 float warm = uLit * (exp(-s * 6.0) * 0.5 * (1.0 - 0.4 * abs(u)) + 0.04); 172 vec3 col = metal(u, warm); 173 col *= 1.0 - 0.5 * (1.0 - smoothstep(0.0, 0.015, abs(p.y - (BASE_TOP - 0.12)))); 174 col *= 1.0 + 0.25 * (1.0 - smoothstep(0.0, 0.06, BASE_TOP - p.y)); 175 col *= 1.0 - 0.45 * (1.0 - smoothstep(0.0, 0.12, p.y - BASE_BOT)); 176 /* a ring of vent holes that glow when the bulb is on */ 177 float hy = BASE_TOP - 0.42 * (BASE_TOP - BASE_BOT); 178 float hw = baseW(hy); 179 vec3 hcol = mix(vec3(0.03, 0.03, 0.035), vec3(1.0, 0.5, 0.15) * (0.8 + 0.3 * uHeat), uLit); 180 for (int k = -3; k <= 3; k++) { 181 float ang = float(k) * 0.40; 182 vec2 hc = vec2(sin(ang) * hw * 0.92, hy); 183 vec2 d = (p - hc) / vec2(0.038 * cos(ang), 0.038); 184 float hd = length(d); 185 col = mix(col, hcol, 1.0 - smoothstep(0.75, 1.0, hd)); 186 col += vec3(1.0, 0.45, 0.12) * uLit * (1.0 - smoothstep(1.0, 3.0, hd)) * 0.25; 187 } 188 return col; 189 } 190 191 vec3 capColor(vec2 p, float w) { 192 float u = p.x / w; 193 vec3 col = metal(u, uLit * 0.06); 194 col *= 1.0 - 0.5 * (1.0 - smoothstep(0.0, 0.012, abs(p.y - (H + 0.07)))); 195 col *= 1.0 - 0.35 * (1.0 - smoothstep(0.0, 0.06, p.y - (H - 0.06))); 196 col += vec3(0.9, 0.45, 0.15) * uLit * 0.18 * (1.0 - smoothstep(0.0, 0.25, p.y - H)); 197 return col; 198 } 199 200 vec3 glassColor(vec2 p, float px, float w, float edge, vec3 bg) { 201 float xn = p.x / w; 202 float cyl = sqrt(max(1.0 - xn * xn, 0.0)); 203 204 /* liquid, lit from the bulb below */ 205 vec3 liq = mix(vec3(0.10, 0.07, 0.32), vec3(0.80, 0.33, 0.10), exp(-p.y * 1.3)); 206 liq += vec3(1.0, 0.72, 0.35) * exp(-length(vec2(p.x * 1.4, p.y + 0.12)) * 2.4); 207 liq *= 0.5 + 0.5 * cyl; 208 vec3 liqOff = bg * 0.55 + vec3(0.015, 0.015, 0.025); 209 liq = mix(liqOff, liq, uLit); 210 211 /* wax: metaball field, its gradient and a heat-weighted colour */ 212 float F = 0.0; 213 vec2 G = vec2(0.0); 214 float heat = 0.0; 215 for (int i = 0; i < 16; i++) { 216 if (i >= uCount) break; 217 vec4 b = uBlobs[i]; 218 vec2 d = p - b.xy; 219 float d2 = dot(d, d) + 1e-5; 220 float q = b.z * inversesqrt(d2); 221 float f = q * q * q; 222 F += f; 223 G -= (3.0 * f / d2) * d; 224 heat += f * b.w; 225 } 226 { 227 /* the pool at the bottom is a horizontal capsule */ 228 vec2 pa = p - vec2(-uPool.x, uPool.y); 229 float h = clamp(pa.x / (2.0 * uPool.x), 0.0, 1.0); 230 vec2 d = pa - vec2(2.0 * uPool.x * h, 0.0); 231 float d2 = dot(d, d) + 1e-5; 232 float q = uPool.z * inversesqrt(d2); 233 float f = q * q * q; 234 F += f; 235 G -= (3.0 * f / d2) * d; 236 heat += f * uPool.w; 237 } 238 heat = clamp(heat / max(F, 1e-4), 0.0, 1.0); 239 240 float aa = max(length(G) * px * 0.8, 1e-3); 241 float wax = smoothstep(-aa, aa, F - 1.0); 242 243 /* shade the wax as a rounded surface built from the field height */ 244 float hgt = sqrt(max(F - 1.0, 0.0)); 245 vec2 gh = G / (2.0 * hgt + 0.08); 246 vec3 n = normalize(vec3(-gh * 0.30, 1.0)); 247 vec3 L1 = normalize(vec3(-0.45, 0.6, 0.65)); 248 float dif = max(dot(n, L1), 0.0); 249 vec3 hv = normalize(L1 + vec3(0.0, 0.0, 1.0)); 250 float spec = pow(max(dot(n, hv), 0.0), 36.0); 251 float rim = 1.0 - n.z; 252 float under = exp(-p.y * 1.0); 253 vec3 wcol = mix(vec3(0.60, 0.09, 0.05), vec3(1.0, 0.48, 0.12), heat); 254 vec3 waxLit = wcol * (0.30 + 0.70 * dif) 255 + vec3(1.0, 0.62, 0.22) * under * (0.45 + 0.55 * rim) * 0.85 256 + vec3(1.0, 0.9, 0.8) * spec * 0.55; 257 vec3 waxOff = vec3(0.22, 0.07, 0.05) * (0.35 + 0.65 * dif) + vec3(0.5, 0.45, 0.4) * spec * 0.25; 258 vec3 waxCol = mix(waxOff, waxLit, uLit); 259 260 /* faint glow of the wax through the liquid */ 261 liq += vec3(1.0, 0.5, 0.2) * smoothstep(0.3, 1.0, F) * 0.14 * uLit; 262 vec3 col = mix(liq, waxCol, wax); 263 264 /* glass: reflections and the darker, thicker walls */ 265 float h1 = exp(-sq((xn + 0.60) * 8.0)); 266 float h2 = exp(-sq((xn - 0.76) * 14.0)); 267 col += vec3(0.85, 0.9, 1.0) * (h1 * 0.30 + h2 * 0.12) * (0.45 + 0.55 * uLit); 268 float ed = 1.0 - smoothstep(0.0, 0.12, edge); 269 col *= 1.0 - 0.55 * ed * ed; 270 col += vec3(0.6, 0.65, 0.75) * (1.0 - smoothstep(0.0, 0.012, abs(edge - 0.02))) * 0.12; 271 return col; 272 } 273 274 void main() { 275 vec2 fc = gl_FragCoord.xy; 276 vec2 uv = fc / uRes; 277 vec2 p = (fc - uView.xy) / uView.z; 278 float px = 1.0 / uView.z; 279 float ax = abs(p.x); 280 vec3 col = background(p, uv); 281 282 if (p.y > 0.0 && p.y < H) { 283 float w = glassW(p.y); 284 float edge = w - ax; 285 if (edge > -px) { 286 vec3 g = glassColor(p, px, w, edge, col); 287 col = mix(col, g, smoothstep(-px, px, edge)); 288 } 289 } 290 if (p.y > BASE_BOT - px && p.y < BASE_TOP + px) { 291 float w = baseW(p.y); 292 float edge = min(w - ax, min(p.y - BASE_BOT, BASE_TOP - p.y)); 293 if (edge > -px) { 294 col = mix(col, baseColor(p, w), smoothstep(-px, px, edge)); 295 } 296 } 297 if (p.y > H - 0.06 - px && p.y < CAP_TOP + px) { 298 float w = capW(p.y); 299 float edge = min(w - ax, min(p.y - (H - 0.06), CAP_TOP - p.y)); 300 if (edge > -px) { 301 col = mix(col, capColor(p, w), smoothstep(-px, px, edge)); 302 } 303 } 304 gl_FragColor = vec4(col, 1.0); 305 } 306 307 308 607 608 609 [system] status [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [system] thinking_tokens [assistant] The file is complete at `[workspace]/index.html`. I could not run it: the shell was denied in this session, so there was no way to launch a browser or Node. I reviewed the code by reading it back and fixed three bugs that review caught, but it has not been executed, so please open it and check for a blank screen or console errors first. **What it does** - **Scene.** A single WebGL fragment shader draws everything: a dark wall with a warm halo, a wood desk with grain, shadow and a glow pool, a brushed-metal base with a lip and seven vent holes that glow, the teardrop glass, and the metal cap. - **Wax.** Up to 14 blobs plus a flat pool at the bottom are rendered as metaballs. The field also yields a surface normal, so the wax is shaded as glossy domes lit from above and backlit orange by the bulb, with a faint glow halo through the liquid. - **Physics.** Each blob has volume, temperature and velocity. Heat enters only from the pool and the liquid just above it, buoyancy follows temperature, and drag keeps motion slow. Blobs leave the pool hot, cool on the way up, stall near the top, sink, and melt back in. Bigger blobs cool slower, so they climb higher. - **Merging and splitting.** Touching blobs attract and the smaller drains into the larger over about a second. Cooling blobs near the top and oversized ones pinch off a child that grows while the parent shrinks and is pushed away. Because mass moves gradually, the metaball surface necks and pinches instead of popping. - **Switch.** An accessible slide toggle sits on the base. Off cuts the light within a fraction of a second, then the wax cools, sinks and pools over about 20 seconds. On relights immediately, and the pool needs around 6 seconds to warm before it pinches off the first blob. - **Performance.** One full-screen triangle, the blob loop only runs inside the glass, pixel ratio is capped at 2, and if more than 10 percent of frames in a 1.5 second window miss 60 fps the render resolution steps down to as low as half, stepping back up after a long smooth run. - **Phone fit.** The lamp scales to the viewport, the switch keeps a minimum 64 by 30 px target, and the page blocks pinch and double-tap zoom. The simulation pre-runs 60 seconds at load so the lamp is already flowing. **Things to look at when you run it** 1. If nothing renders, the console will show a shader compile message from `initGL`, which is the most likely failure since I could not compile the GLSL here. 2. Rise speed, blob size and the split rate are the constants near the top of the simulation block (`BUOY`, `DRAG`, the `0.038` cooling rate, and the split rates in the events loop) if the feel needs tuning. [result] success, turns 17, duration 2212473 ms The file is complete at `[workspace]/index.html`. I could not run it: the shell was denied in this session, so there was no way to launch a browser or Node. I reviewed the code by reading it back and fixed three bugs that review caught, but it has not been executed, so please open it and check for a blank screen or console errors first. **What it does** - **Scene.** A single WebGL fragment shader draws everything: a dark wall with a warm halo, a wood desk with grain, shadow and a glow pool, a brushed-metal base with a lip and seven vent holes that glow, the teardrop glass, and the metal cap. - **Wax.** Up to 14 blobs plus a flat pool at the bottom are rendered as metaballs. The field also yields a surface normal, so the wax is shaded as glossy domes lit from above and backlit orange by the bulb, with a faint glow halo through the liquid. - **Physics.** Each blob has volume, temperature and velocity. Heat enters only from the pool and the liquid just above it, buoyancy follows temperature, and drag keeps motion slow. Blobs leave the pool hot, cool on the way up, stall near the top, sink, and melt back in. Bigger blobs cool slower, so they climb higher. - **Merging and splitting.** Touching blobs attract and the smaller drains into the larger over about a second. Cooling blobs near the top and oversized ones pinch off a child that grows while the parent shrinks and is pushed away. Because mass moves gradually, the metaball surface necks and pinches instead of popping. - **Switch.** An accessible slide toggle sits on the base. Off cuts the light within a fraction of a second, then the wax cools, sinks and pools over about 20 seconds. On relights immediately, and the pool needs around 6 seconds to warm before it pinches off the first blob. - **Performance.** One full-screen triangle, the blob loop only runs inside the glass, pixel ratio is capped at 2, and if more than 10 percent of frames in a 1.5 second window miss 60 fps the render resolution steps down to as low as half, stepping back up after a long smooth run. - **Phone fit.** The lamp scales to the viewport, the switch keeps a minimum 64 by 30 px target, and the page blocks pinch and double-tap zoom. The simulation pre-runs 60 seconds at load so the lamp is already flowing. **Things to look at when you run it** 1. If nothing renders, the console will show a shader compile message from `initGL`, which is the most likely failure since I could not compile the GLSL here. 2. Rise speed, blob size and the split rate are the constants near the top of the simulation block (`BUOY`, `DRAG`, the `0.038` cooling rate, and the split rates in the events loop) if the feel needs tuning.