A · independent implementation; no upstream source files incorporated. (WebGL2) 6-octave value-noise fBm + 3 drifting sine terms per vertex in GLSL on a 256² grid. Contour isolines via fract(h·n) + fwidth, flat facet shading from dFdx/dFdy normals, grid overlay. Written after reading the upstream repo, but no upstream files are included.B · adapted Apache-2.0 FFT components. (WebGPU) Adapted WaveCascade.js: Gaussian spectrum h₀(k) → Hermitian time evolution → GPU Stockham inverse FFT (2 cascades, 256² + 128²), spectrum changed from JONSWAP to a power law P(k)∝k^−β (β=3.6), slowed dispersion; plus adapted gerstner() ridges. Same contour look, no water optics. Requires WebGPU (shows UNAVAILABLE otherwise). Attribution: see EVIDENCE.md.