Objective Build a visually stunning, high‑fidelity 3D voxel‑style simulation of the Golden Gate Bridge in Three.js. Prioritize complex visuals (not simple blocks), strong atmosphere depth, and smooth ~60 FPS. Visuals & Atmosphere - Lighting: a Time‑of‑day slider (0–24h) that controls sun position, intensity, sky color, and fog tint. - Fog: volumetric‑feeling fog using lightweight sprite particles; slider 0–100 (0 = crystal clear, 100 = dense but not pure whiteout). - Water: custom shader for waves + specular reflections; blend horizon with distance‑based fog (exp2) so the far water merges naturally. - Post: ACES filmic tone mapping + optimized bloom (night lights glow but keep performance). Scene Details - Bridge: recognizable art‑deco towers, main span cables + suspenders, piers/anchors consistent with suspension bridge structure. - Terrain: simple but convincing Marin Headlands + SF side peninsula silhouettes. - Skyline: procedural/instanced city blocks on the SF side to suggest depth. - Traffic: up to ~400 cars via InstancedMesh, properly aligned on the deck (avoid clipping). Headlights/taillights emissive at night. - Ships: a few procedural cargo ships with navigation lights moving across the bay. - Nature: a small flock of animated birds (lightweight flocking). Night Mode At night, enable city lights, bridge beacons, street lights, vehicle lights, ship nav lights. Tech & Controls (Important) - Output MUST be a single self‑contained HTML file (e.g., golden_gate_bridge.html) that runs by opening in Chrome. - No build tools (no Vite/Webpack). Pure HTML + JS. - Import Three.js and addons via CDN using ES Modules + importmap. - UI: nice‑looking sliders for Time (0–24), Fog Density (0–100), Traffic Density (0–100), Camera Zoom. - Optimization: use InstancedMesh for repeated items (cars/lights/birds), avoid heavy geometry, keep draw calls low.