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The kick wave in the vertex shader squared a negative number with pow(), which GLSL leaves undefined. Mesa returns NaN there, so on Linux the drop's position pinned to the clamp: it stayed a plain round sphere without wobble, and its normals split it into a dark yin-yang. The squares are written out now, and the normal comes from the slope of the displacement instead of two whole positions. The play/pause icon is one shape whose corners move: each pause bar turns into half of the play triangle, with a small swing in between, instead of two icons faded over each other. It sits on a disc of frosted artwork with a lit rim, and a ring round it shows the track's progress, or runs while the track loads, which replaces the flat spinner. The surface calms down under the icon gradually instead of jumping flat, a double-tap no longer flickers the icon, and a mouse resting on the playing drop shows the pause bars faintly. Also: - Low-density desktop screens render the drop at twice the resolution. - Quality steps follow the display's own frame rate and step back up again. - A lost WebGL context brings the drop back once it is restored. - A paused drop keeps breathing at a low frame rate on desktop. - Without Web Audio (iOS) jumps in the waveform count as kicks, so the drop lands on drops there too. - Artists without an image get their own colour from their name, so their drop no longer sinks into the page. - z toggles zen mode: just the drop, bigger, and the music.