Just asked the 16 Grok 4.20 Heavy agents to build me a GLSL shader, no libraries. Alien bioluminescent ocean floor. Hydrothermal vents, caustic light, rising particles, layered noise terrain. Mouse = underwater flashlight. 60fps. Collapsible control panel with uniforms. It cooked. >>> grok 4.20 heavy prompt Build a single HTML page with a full-screen GLSL fragment shader rendered via WebGL. No libraries raw WebGL setup with a full-screen quad. The shader should render an alien bioluminescent ocean floor imagine deep sea hydrothermal vents with pulsing organic light. Use layered simplex/value noise for undulating terrain, glowing particles rising like volcanic embers, caustic light patterns rippling across the surface, and color palettes shifting between deep indigo, electric cyan, magenta, and molten gold. The mouse position should act as an underwater flashlight illuminating nearby terrain and revealing hidden details. Include a subtle camera drift so it feels like you're slowly gliding over the seabed. Everything should be smooth at 60fps. Add a small collapsible control panel in the corner with sliders for: glow intensity, drift speed, color temperature, and particle density these should feed into the shader as uniforms. The page background should be black with no scrollbars.