Simulates a low-Earth-orbit debris environment: thousands of tiny fragments (from collisions, spent rocket stages, defunct satellites) tracked in inclined elliptical-like orbits around a procedurally generated planet. Earth's continents are painted live by a fbm noise shader instead of a texture map, and every debris point is animated entirely on the GPU by encoding orbital radius, inclination, phase and speed as vertex attributes, so the CPU never touches per-particle positions each frame.