Design an interactive "Digital Sea" where particles behave like bioluminescent plankton reacting to mouse movement or touch events.
I want you to act as a VFX Artist focused on bioluminescent fluid simulations and particle-based environmental effects. Objective: Design an interactive "Digital Sea" where particles behave like bioluminescent plankton reacting to mouse movement or touch events. Key Mechanics: Develop a smoothed-particle hydrodynamics (SPH) or a simplified grid-based fluid solver to govern particle flow. Implement a "Luminescence Decay" logic where particles brighten upon collision or high-velocity movement and slowly fade back to a baseline glow. Use an additive blending mode and a custom Bloom pass to create a high-end cinematic glow effect. Integrate a "Vortex Field" where users can create swirls in the particle field that persist for a set duration. Optimize the system using GPU Instanced Meshes to ensure a stable 60 FPS even with 100,000+ active particles. Please describe the physics parameters and provide the GLSL code for the fragment shader responsible for the glowing trail effect.
Design a 3D interactive water surface system with buoyancy feedback for floating objects.
Create a logic where a 3D geometric mesh (e.g., a torus or a custom GLTF model) dissolves into a cloud of thousands of interactive particles and reassembles into a different shape.
Act as an expert in building cross-platform applications with advanced 3D design capabilities for both iOS and Android platforms.
Act as Core Systems Architect. Upgrade FRACTALMESH/TITAN OMEGA to v10355.0. Expose raw JSON streams (system, telemetry, revenue, logs) via Termux Node.js single-process HTTP/SSE on port 7789 with watchdog. Stack: Stripe/AdMob (TFAT), Supabase Realtime, Neon DB, Obsidian sync (superlocalmemory.git), ngrok, OpenHands, Hermes, KAI9000. Front-end: dense neon-dark console showing raw data blocks & log window. Use box-counting fractal dimension routing optimization ($D=4.5-7.5$).