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All effects Jelly & soft-body Whale Shark Jelly (WebGPU) Whale Shark Jelly (WebGPU) Whale Shark Jelly (WebGPU) is a published WebGPU prompt by @vib3coded. It has source credit and no verified 3dmotion rebuild.
by @vib3coded on X · 2026-11-02
Author preview · no on-site rebuild Original prompt @vib3coded · X Rebuild status No verified 3dmotion rebuild. Open demo No live demo linked here. Prompt by @vib3coded. Copies include source credit.
Original prompt Free · 2,328 characters Build a single-file interactive WebGPU soft-body study of a whale shark cast in two layers of jelly, in the "Material Studies" series style (editorial page: italic serif masthead "Whale Shark Jelly.", specimen panel on the right, live…
Show full promptBuild a single-file interactive WebGPU soft-body study of a whale shark cast in two layers of jelly, in the "Material Studies" series style (editorial page: italic serif masthead "Whale Shark Jelly.", specimen panel on the right, live readouts bottom-left, collapsible notes). Original content only, English UI.
Geometry: a signed-distance whale shark lying on its belly — a broad elliptical section swept along the spine (wide, flat, squared-off head; deepest over the pectorals; long taper to a slim tail stalk), belly pressed flat on the table, three low ridges down each side of the back. A terminal mouth cut straight across the front as a flat ellipsoid, as wide as the head; leave the one lattice layer at mouth height out of the simulation mesh so the upper and lower jaws are separate lips joined only behind. Small eyes just behind the mouth corners. Fins from one recipe (triangle with convex leading edge, falcate trailing edge, thinning to the tip): first dorsal set far back, small second dorsal, long sickle pectorals, pelvics, anal, caudal keels, tall crescent tail. Inner milky layer for the belly and lower jaw.
Simulation: XPBD tetrahedral soft body (snapped hex lattice, 5 tets per cell, co-rotational shape matching + volume constraints, floor friction, edge damping), firm fins, drag/twist with pointer.
Rendering (WGSL): refraction + Beer–Lambert absorption through the jelly, back-face thickness, tinted shadows, studio environment. Markings from rest-space coordinates: dark pigmented back, the whale-shark checkerboard (thin broken pale lines round the body, pale lines along the ridges, columns of round spots between, small dense spots on the head and fins), five tall gill slits, dark mouth lining with tiny teeth, spiracles, eye rims.
Interactions: Gulp (bend the jelly over the jaw hinge so the upper jaw tips up, gills flare, krill in front are steered into the mouth and swallowed), Swish tail (travelling bending wave), Tuck the eyes (eyes retract along their axis), Light up (spots and lines glow like stars), Scatter krill (small elongated rigid beads that bounce, roll and collide with the jelly), Reset; firmness and damping sliders, ¼ speed, show mesh, pause. Readouts: mass, volume %, live gape (mm), krill eaten. Four colourways: Ocean, Lagoon, Dusk, Coral. Must work at phone width. Prompt by @vib3coded , posted on X on 2026-11-02. x.com/vib3coded/status/2117172738401968480 . Copies include this credit. A Verified card includes a receipt and a pinned single-file rebuild you can run here. Recorded limitations explain what the rebuild changes or leaves out.