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Threenix Fireworks

Implement the GPU compute fireworks component in the user's existing scene; do not replace it with the Threenix demo.

Workflow

  1. Read the target repository's local instructions and inspect its dependencies, Canvas import, renderer, camera, controls, postprocessing, and scene composition before editing.
  2. Confirm the scene uses @react-three/fiber/webgpu and provides the WebGPU hooks required by Fireworks.tsx, including useLocalNodes and useUniforms. If it does not, stop before editing and explain the incompatibility. Migrating WebGL to WebGPU is out of scope.
  3. Call the get_component_reference tool from the threenix MCP server with { "slug": "fireworks" }. If the tool or authentication is unavailable, stop and explain the problem; do not reconstruct the reference from local or bundled sources.
  4. Choose one destination root near the target scene. Write only the returned files[] beneath it at each relative path: write utf-8 content verbatim and decode base64 content. Never flatten or rename returned paths; fireworks-sprites.webp must remain beside Fireworks.tsx for its relative asset URL.
  5. Follow the returned integrationNotes and render FireworksParticles inside the existing WebGPU Canvas. Preserve the target's camera, controls, postprocessing, renderer, and scene; do not copy or replace its Canvas, demo, Leva controls, or background.
  6. Install only returned dependency names absent from the target manifest, pinned to the returned versions and using the existing package manager. Do not replace existing version ranges or add demo-only dependencies.
  7. Run the narrowest type-check or build covering the edited scene and report any unresolved WebGPU API or version incompatibility.