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p_sph

FONTAINE demo part: a full water show on a 170x66-meter oval lake, running real GPU SPH water (32768 particles, grid-binned over a 180x40x79m domain, 4 compute passes per substep) in a vast dusk parterre garden. A monumental three-tier fountain island rises 14 meters at the lake's center; a twenty-four-nozzle articulated line array runs the lake's long axis and sixteen more articulated nozzles ring the island. The choreography sweeps a jet packet the length of the lake, doubles it into two packets crossing mid-lake, then opens everything into traveling height waves, a crisscross lattice of crossing jets, and a rotating spiral — punctuated by synchronized burst salvos riding the score — before one held breath and a 30-meter crown geyser whose fallback blooms over all three cascading dishes. The force pass's drain pump recycles all pooled water back out of the nozzles with fresh tint, so the show runs continuously from a fixed particle budget while agitation-scaled tint diffusion blends champagne, rosé, and pale gold where the lake churns. The island's sixteen nozzle urns physically lean with their jets as the patterns sweep. Rendered through preseed.fluid's screen-space surface with its per-particle color path (psph_rpos / psph_rcol); the garden around the lake is preseed.fountaincourt.