mejoras de estructura
This commit is contained in:
@@ -0,0 +1,582 @@
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"use strict";
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// ===== CONFIGURACIÓN DEL EFECTO =====
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const config = {
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TEXTURE_DOWNSAMPLE: 1,
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DENSITY_DISSIPATION: 0.975,
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VELOCITY_DISSIPATION: 0.98,
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PRESSURE_DISSIPATION: 0.8,
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PRESSURE_ITERATIONS: 20,
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CURL: 30,
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SPLAT_RADIUS: 0.003
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};
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// ===== INICIALIZAR CANVAS =====
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let canvas = document.getElementById("fluidCanvas");
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console.log("Canvas encontrado:", canvas);
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if (!canvas) {
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console.error("ERROR: No se encontró el canvas con id 'fluidCanvas'");
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}
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canvas.width = window.innerWidth;
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canvas.height = window.innerHeight;
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// ===== CONTEXTO WEBGL =====
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let pointers = [];
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let splatStack = [];
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function getWebGLContext(canvas) {
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let params = {
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alpha: false,
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depth: false,
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stencil: false,
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antialias: false
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};
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let gl = canvas.getContext("webgl2", params);
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let isWebGL2 = !!gl;
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if (!isWebGL2)
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gl =
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canvas.getContext("webgl", params) ||
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canvas.getContext("experimental-webgl", params);
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let halfFloat = gl.getExtension("OES_texture_half_float");
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let support_linear_float = gl.getExtension("OES_texture_half_float_linear");
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if (isWebGL2) {
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gl.getExtension("EXT_color_buffer_float");
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support_linear_float = gl.getExtension("OES_texture_float_linear");
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}
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gl.clearColor(0.0, 0.0, 0.0, 1.0);
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let internalFormat = isWebGL2 ? gl.RGBA16F : gl.RGBA;
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let internalFormatRG = isWebGL2 ? gl.RG16F : gl.RGBA;
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let formatRG = isWebGL2 ? gl.RG : gl.RGBA;
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let texType = isWebGL2 ? gl.HALF_FLOAT : halfFloat.HALF_FLOAT_OES;
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return {
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gl: gl,
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ext: {
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internalFormat: internalFormat,
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internalFormatRG: internalFormatRG,
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formatRG: formatRG,
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texType: texType
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},
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support_linear_float: support_linear_float
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};
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}
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let _getWebGLContext = getWebGLContext(canvas);
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let gl = _getWebGLContext.gl;
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let ext = _getWebGLContext.ext;
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let support_linear_float = _getWebGLContext.support_linear_float;
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// ===== POINTER =====
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function pointerPrototype() {
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this.id = -1;
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this.x = 0;
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this.y = 0;
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this.dx = 0;
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this.dy = 0;
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this.down = false;
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this.moved = false;
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this.color = [30, 0, 300];
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}
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pointers.push(new pointerPrototype());
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// ===== SHADERS =====
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let GLProgram = (function () {
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function GLProgram(vertexShader, fragmentShader) {
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if (!(this instanceof GLProgram))
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throw new TypeError("Cannot call a class as a function");
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this.uniforms = {};
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this.program = gl.createProgram();
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gl.attachShader(this.program, vertexShader);
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gl.attachShader(this.program, fragmentShader);
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gl.linkProgram(this.program);
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if (!gl.getProgramParameter(this.program, gl.LINK_STATUS))
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throw gl.getProgramInfoLog(this.program);
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let uniformCount = gl.getProgramParameter(this.program, gl.ACTIVE_UNIFORMS);
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for (let i = 0; i < uniformCount; i++) {
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let uniformName = gl.getActiveUniform(this.program, i).name;
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this.uniforms[uniformName] = gl.getUniformLocation(
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this.program,
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uniformName
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);
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}
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}
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GLProgram.prototype.bind = function bind() {
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gl.useProgram(this.program);
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};
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return GLProgram;
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})();
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function compileShader(type, source) {
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let shader = gl.createShader(type);
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gl.shaderSource(shader, source);
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gl.compileShader(shader);
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if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS))
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throw gl.getShaderInfoLog(shader);
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return shader;
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}
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// ===== VERTEX SHADER =====
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let baseVertexShader = compileShader(
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gl.VERTEX_SHADER,
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"precision highp float; precision mediump sampler2D; attribute vec2 aPosition; varying vec2 vUv; varying vec2 vL; varying vec2 vR; varying vec2 vT; varying vec2 vB; uniform vec2 texelSize; void main () { vUv = aPosition * 0.5 + 0.5; vL = vUv - vec2(texelSize.x, 0.0); vR = vUv + vec2(texelSize.x, 0.0); vT = vUv + vec2(0.0, texelSize.y); vB = vUv - vec2(0.0, texelSize.y); gl_Position = vec4(aPosition, 0.0, 1.0); }"
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);
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// ===== FRAGMENT SHADERS =====
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let clearShader = compileShader(
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gl.FRAGMENT_SHADER,
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"precision highp float; precision mediump sampler2D; varying vec2 vUv; uniform sampler2D uTexture; uniform float value; void main () { gl_FragColor = value * texture2D(uTexture, vUv); }"
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);
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let displayShader = compileShader(
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gl.FRAGMENT_SHADER,
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"precision highp float; precision mediump sampler2D; varying vec2 vUv; uniform sampler2D uTexture; void main () { gl_FragColor = texture2D(uTexture, vUv); }"
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);
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let splatShader = compileShader(
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gl.FRAGMENT_SHADER,
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"precision highp float; precision mediump sampler2D; varying vec2 vUv; uniform sampler2D uTarget; uniform float aspectRatio; uniform vec3 color; uniform vec2 point; uniform float radius; void main () { vec2 p = vUv - point.xy; p.x *= aspectRatio; vec3 splat = exp(-dot(p, p) / radius) * color; vec3 base = texture2D(uTarget, vUv).xyz; gl_FragColor = vec4(base + splat, 1.0); }"
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);
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let advectionManualFilteringShader = compileShader(
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gl.FRAGMENT_SHADER,
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"precision highp float; precision mediump sampler2D; varying vec2 vUv; uniform sampler2D uVelocity; uniform sampler2D uSource; uniform vec2 texelSize; uniform float dt; uniform float dissipation; vec4 bilerp (in sampler2D sam, in vec2 p) { vec4 st; st.xy = floor(p - 0.5) + 0.5; st.zw = st.xy + 1.0; vec4 uv = st * texelSize.xyxy; vec4 a = texture2D(sam, uv.xy); vec4 b = texture2D(sam, uv.zy); vec4 c = texture2D(sam, uv.xw); vec4 d = texture2D(sam, uv.zw); vec2 f = p - st.xy; return mix(mix(a, b, f.x), mix(c, d, f.x), f.y); } void main () { vec2 coord = gl_FragCoord.xy - dt * texture2D(uVelocity, vUv).xy; gl_FragColor = dissipation * bilerp(uSource, coord); gl_FragColor.a = 1.0; }"
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);
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let advectionShader = compileShader(
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gl.FRAGMENT_SHADER,
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"precision highp float; precision mediump sampler2D; varying vec2 vUv; uniform sampler2D uVelocity; uniform sampler2D uSource; uniform vec2 texelSize; uniform float dt; uniform float dissipation; void main () { vec2 coord = vUv - dt * texture2D(uVelocity, vUv).xy * texelSize; gl_FragColor = dissipation * texture2D(uSource, coord); }"
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);
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let divergenceShader = compileShader(
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gl.FRAGMENT_SHADER,
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"precision highp float; precision mediump sampler2D; varying vec2 vUv; varying vec2 vL; varying vec2 vR; varying vec2 vT; varying vec2 vB; uniform sampler2D uVelocity; vec2 sampleVelocity (in vec2 uv) { vec2 multiplier = vec2(1.0, 1.0); if (uv.x < 0.0) { uv.x = 0.0; multiplier.x = -1.0; } if (uv.x > 1.0) { uv.x = 1.0; multiplier.x = -1.0; } if (uv.y < 0.0) { uv.y = 0.0; multiplier.y = -1.0; } if (uv.y > 1.0) { uv.y = 1.0; multiplier.y = -1.0; } return multiplier * texture2D(uVelocity, uv).xy; } void main () { float L = sampleVelocity(vL).x; float R = sampleVelocity(vR).x; float T = sampleVelocity(vT).y; float B = sampleVelocity(vB).y; float div = 0.5 * (R - L + T - B); gl_FragColor = vec4(div, 0.0, 0.0, 1.0); }"
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);
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let curlShader = compileShader(
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gl.FRAGMENT_SHADER,
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"precision highp float; precision mediump sampler2D; varying vec2 vUv; varying vec2 vL; varying vec2 vR; varying vec2 vT; varying vec2 vB; uniform sampler2D uVelocity; void main () { float L = texture2D(uVelocity, vL).y; float R = texture2D(uVelocity, vR).y; float T = texture2D(uVelocity, vT).x; float B = texture2D(uVelocity, vB).x; float vorticity = R - L - T + B; gl_FragColor = vec4(vorticity, 0.0, 0.0, 1.0); }"
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);
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let vorticityShader = compileShader(
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gl.FRAGMENT_SHADER,
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"precision highp float; precision mediump sampler2D; varying vec2 vUv; varying vec2 vL; varying vec2 vR; varying vec2 vT; varying vec2 vB; uniform sampler2D uVelocity; uniform sampler2D uCurl; uniform float curl; uniform float dt; void main () { float L = texture2D(uCurl, vL).y; float R = texture2D(uCurl, vR).y; float T = texture2D(uCurl, vT).x; float B = texture2D(uCurl, vB).x; float C = texture2D(uCurl, vUv).x; vec2 force = vec2(abs(T) - abs(B), abs(R) - abs(L)); force *= 1.0 / length(force + 0.00001) * curl * C; vec2 vel = texture2D(uVelocity, vUv).xy; gl_FragColor = vec4(vel + force * dt, 0.0, 1.0); }"
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);
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let pressureShader = compileShader(
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gl.FRAGMENT_SHADER,
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"precision highp float; precision mediump sampler2D; varying vec2 vUv; varying vec2 vL; varying vec2 vR; varying vec2 vT; varying vec2 vB; uniform sampler2D uPressure; uniform sampler2D uDivergence; vec2 boundary (in vec2 uv) { uv = min(max(uv, 0.0), 1.0); return uv; } void main () { float L = texture2D(uPressure, boundary(vL)).x; float R = texture2D(uPressure, boundary(vR)).x; float T = texture2D(uPressure, boundary(vT)).x; float B = texture2D(uPressure, boundary(vB)).x; float C = texture2D(uPressure, vUv).x; float divergence = texture2D(uDivergence, vUv).x; float pressure = (L + R + B + T - divergence) * 0.25; gl_FragColor = vec4(pressure, 0.0, 0.0, 1.0); }"
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);
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let gradientSubtractShader = compileShader(
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gl.FRAGMENT_SHADER,
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"precision highp float; precision mediump sampler2D; varying vec2 vUv; varying vec2 vL; varying vec2 vR; varying vec2 vT; varying vec2 vB; uniform sampler2D uPressure; uniform sampler2D uVelocity; vec2 boundary (in vec2 uv) { uv = min(max(uv, 0.0), 1.0); return uv; } void main () { float L = texture2D(uPressure, boundary(vL)).x; float R = texture2D(uPressure, boundary(vR)).x; float T = texture2D(uPressure, boundary(vT)).x; float B = texture2D(uPressure, boundary(vB)).x; vec2 velocity = texture2D(uVelocity, vUv).xy; velocity.xy -= vec2(R - L, T - B); gl_FragColor = vec4(velocity, 0.0, 1.0); }"
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);
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// ===== FRAMEBUFFERS =====
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let textureWidth, textureHeight;
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let density, velocity, divergence, curl, pressure;
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function initFramebuffers() {
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textureWidth = gl.drawingBufferWidth >> config.TEXTURE_DOWNSAMPLE;
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textureHeight = gl.drawingBufferHeight >> config.TEXTURE_DOWNSAMPLE;
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let iFormat = ext.internalFormat;
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let iFormatRG = ext.internalFormatRG;
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let formatRG = ext.formatRG;
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let texType = ext.texType;
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density = createDoubleFBO(
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0,
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textureWidth,
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textureHeight,
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iFormat,
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gl.RGBA,
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texType,
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support_linear_float ? gl.LINEAR : gl.NEAREST
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);
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velocity = createDoubleFBO(
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2,
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textureWidth,
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textureHeight,
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iFormatRG,
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formatRG,
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texType,
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support_linear_float ? gl.LINEAR : gl.NEAREST
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);
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divergence = createFBO(
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4,
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textureWidth,
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textureHeight,
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iFormatRG,
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formatRG,
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texType,
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gl.NEAREST
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);
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curl = createFBO(
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5,
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textureWidth,
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textureHeight,
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iFormatRG,
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formatRG,
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texType,
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gl.NEAREST
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);
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pressure = createDoubleFBO(
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6,
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textureWidth,
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textureHeight,
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iFormatRG,
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formatRG,
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texType,
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gl.NEAREST
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);
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}
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function createFBO(texId, w, h, internalFormat, format, type, param) {
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gl.activeTexture(gl.TEXTURE0 + texId);
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let texture = gl.createTexture();
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gl.bindTexture(gl.TEXTURE_2D, texture);
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gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, param);
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gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, param);
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gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
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gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
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gl.texImage2D(gl.TEXTURE_2D, 0, internalFormat, w, h, 0, format, type, null);
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let fbo = gl.createFramebuffer();
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gl.bindFramebuffer(gl.FRAMEBUFFER, fbo);
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gl.framebufferTexture2D(
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gl.FRAMEBUFFER,
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gl.COLOR_ATTACHMENT0,
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gl.TEXTURE_2D,
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texture,
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0
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);
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gl.viewport(0, 0, w, h);
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gl.clear(gl.COLOR_BUFFER_BIT);
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return [texture, fbo, texId];
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}
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function createDoubleFBO(texId, w, h, internalFormat, format, type, param) {
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let fbo1 = createFBO(texId, w, h, internalFormat, format, type, param);
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let fbo2 = createFBO(texId + 1, w, h, internalFormat, format, type, param);
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return {
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get first() {
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return fbo1;
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},
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get second() {
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return fbo2;
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},
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swap: function swap() {
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let temp = fbo1;
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fbo1 = fbo2;
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fbo2 = temp;
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}
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};
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}
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initFramebuffers();
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// ===== PROGRAMS =====
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let clearProgram = new GLProgram(baseVertexShader, clearShader);
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let displayProgram = new GLProgram(baseVertexShader, displayShader);
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let splatProgram = new GLProgram(baseVertexShader, splatShader);
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let advectionProgram = new GLProgram(
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baseVertexShader,
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support_linear_float ? advectionShader : advectionManualFilteringShader
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);
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let divergenceProgram = new GLProgram(baseVertexShader, divergenceShader);
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let curlProgram = new GLProgram(baseVertexShader, curlShader);
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let vorticityProgram = new GLProgram(baseVertexShader, vorticityShader);
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let pressureProgram = new GLProgram(baseVertexShader, pressureShader);
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let gradienSubtractProgram = new GLProgram(
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baseVertexShader,
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gradientSubtractShader
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);
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// ===== BLIT =====
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let blit = (function () {
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gl.bindBuffer(gl.ARRAY_BUFFER, gl.createBuffer());
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gl.bufferData(
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gl.ARRAY_BUFFER,
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new Float32Array([-1, -1, -1, 1, 1, 1, 1, -1]),
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gl.STATIC_DRAW
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);
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gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, gl.createBuffer());
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gl.bufferData(
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gl.ELEMENT_ARRAY_BUFFER,
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new Uint16Array([0, 1, 2, 0, 2, 3]),
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gl.STATIC_DRAW
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);
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gl.vertexAttribPointer(0, 2, gl.FLOAT, false, 0, 0);
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gl.enableVertexAttribArray(0);
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return function (destination) {
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gl.bindFramebuffer(gl.FRAMEBUFFER, destination);
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gl.drawElements(gl.TRIANGLES, 6, gl.UNSIGNED_SHORT, 0);
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};
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})();
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// ===== SPLAT =====
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function splat(x, y, dx, dy, color) {
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splatProgram.bind();
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gl.uniform1i(splatProgram.uniforms.uTarget, velocity.first[2]);
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gl.uniform1f(splatProgram.uniforms.aspectRatio, canvas.width / canvas.height);
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gl.uniform2f(
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splatProgram.uniforms.point,
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x / canvas.width,
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1.0 - y / canvas.height
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);
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gl.uniform3f(splatProgram.uniforms.color, dx, -dy, 1.0);
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gl.uniform1f(splatProgram.uniforms.radius, config.SPLAT_RADIUS);
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blit(velocity.second[1]);
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velocity.swap();
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gl.uniform1i(splatProgram.uniforms.uTarget, density.first[2]);
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gl.uniform3f(
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splatProgram.uniforms.color,
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color[0] * 0.3,
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color[1] * 0.3,
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color[2] * 0.3
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);
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blit(density.second[1]);
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density.swap();
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}
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// ===== RESIZE =====
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function resizeCanvas() {
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(canvas.width !== canvas.clientWidth ||
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canvas.height !== canvas.clientHeight) &&
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((canvas.width = canvas.clientWidth),
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(canvas.height = canvas.clientHeight),
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initFramebuffers());
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}
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// ===== COLORES DE LA MARCA CON TRANSICIÓN =====
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const brandColors = [
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//[0.874, 0.741, 0.725], // Rosa (#DFBDB9)
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[0.729, 0.071, 0.302], // Bordo (#BA124D)
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[0.000, 0.247, 0.322] // Teal (#003F52)
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];
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let currentColor = brandColors[0];
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let targetColor = brandColors[1];
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let transitionProgress = 0;
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const transitionSpeed = 0.008;
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function lerpColor(colorA, colorB, t) {
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return [
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colorA[0] + (colorB[0] - colorA[0]) * t,
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colorA[1] + (colorB[1] - colorA[1]) * t,
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colorA[2] + (colorB[2] - colorA[2]) * t
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];
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}
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||||
let colorArr = currentColor;
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let count = 0;
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||||
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||||
// ===== DETECTAR ELEMENTOS DE TEXTO =====
|
||||
function isMouseOverTextElement(target) {
|
||||
// Listado de selectores que necesitan "modo apaciguado"
|
||||
const textSelectors = [
|
||||
'p', '.hero-content p','h1', 'h2', 'h3', 'h4', 'h5', '.hero-content h1',
|
||||
'.hero-content h2', '.eyebrow', 'a.sheet-link', '.sheet-link span',
|
||||
'.menu-btn', '.sheet-link-desc', '.sheet-link-main'
|
||||
];
|
||||
|
||||
// Verificar si el target o sus ancestros coinciden con algún selector
|
||||
for (const selector of textSelectors) {
|
||||
if (target.closest(selector)) {
|
||||
return true;
|
||||
}
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
// ===== EVENTOS CON COLORES DE MARCA =====
|
||||
document.addEventListener("mousemove", function (e) {
|
||||
// Detectar si estamos sobre un elemento de texto
|
||||
const overText = isMouseOverTextElement(e.target);
|
||||
|
||||
count++;
|
||||
if (count > 1) {
|
||||
transitionProgress += transitionSpeed;
|
||||
if (transitionProgress >= 1) {
|
||||
transitionProgress = 0;
|
||||
let currentIndex = brandColors.indexOf(currentColor);
|
||||
let nextIndex = (currentIndex + 1) % brandColors.length;
|
||||
currentColor = targetColor;
|
||||
targetColor = brandColors[nextIndex];
|
||||
}
|
||||
colorArr = lerpColor(currentColor, targetColor, transitionProgress);
|
||||
count = 0;
|
||||
}
|
||||
|
||||
pointers[0].down = true;
|
||||
pointers[0].color = colorArr;
|
||||
pointers[0].moved = pointers[0].down;
|
||||
|
||||
// Aplicar multiplicador diferente según si estamos sobre texto o no
|
||||
const multiplier = overText ? 8 : 10.0; // Reducido a 4x sobre texto (vs 10x)
|
||||
|
||||
pointers[0].dx = (e.clientX - canvas.offsetLeft - pointers[0].x) * multiplier;
|
||||
pointers[0].dy = (e.clientY - canvas.offsetTop - pointers[0].y) * multiplier;
|
||||
pointers[0].x = e.clientX - canvas.offsetLeft;
|
||||
pointers[0].y = e.clientY - canvas.offsetTop;
|
||||
});
|
||||
|
||||
canvas.addEventListener(
|
||||
"touchmove",
|
||||
function (e) {
|
||||
e.preventDefault();
|
||||
let touches = e.targetTouches;
|
||||
count++;
|
||||
if (count > 20) {
|
||||
transitionProgress += transitionSpeed;
|
||||
if (transitionProgress >= 1) {
|
||||
transitionProgress = 0;
|
||||
let currentIndex = brandColors.indexOf(currentColor);
|
||||
let nextIndex = (currentIndex + 1) % brandColors.length;
|
||||
currentColor = targetColor;
|
||||
targetColor = brandColors[nextIndex];
|
||||
}
|
||||
colorArr = lerpColor(currentColor, targetColor, transitionProgress);
|
||||
count = 0;
|
||||
}
|
||||
|
||||
for (let i = 0, len = touches.length; i < len; i++) {
|
||||
if (i >= pointers.length) pointers.push(new pointerPrototype());
|
||||
pointers[i].id = touches[i].identifier;
|
||||
pointers[i].down = true;
|
||||
pointers[i].x = touches[i].pageX;
|
||||
pointers[i].y = touches[i].pageY;
|
||||
pointers[i].color = colorArr;
|
||||
let pointer = pointers[i];
|
||||
pointer.moved = pointer.down;
|
||||
pointer.dx = (touches[i].pageX - pointer.x) * 10.0;
|
||||
pointer.dy = (touches[i].pageY - pointer.y) * 10.0;
|
||||
pointer.x = touches[i].pageX;
|
||||
pointer.y = touches[i].pageY;
|
||||
}
|
||||
},
|
||||
false
|
||||
);
|
||||
|
||||
// ===== LOOP PRINCIPAL =====
|
||||
let lastTime = Date.now();
|
||||
|
||||
function update() {
|
||||
resizeCanvas();
|
||||
let dt = Math.min((Date.now() - lastTime) / 1000, 0.016);
|
||||
lastTime = Date.now();
|
||||
gl.viewport(0, 0, textureWidth, textureHeight);
|
||||
|
||||
advectionProgram.bind();
|
||||
gl.uniform2f(
|
||||
advectionProgram.uniforms.texelSize,
|
||||
1.0 / textureWidth,
|
||||
1.0 / textureHeight
|
||||
);
|
||||
gl.uniform1i(advectionProgram.uniforms.uVelocity, velocity.first[2]);
|
||||
gl.uniform1i(advectionProgram.uniforms.uSource, velocity.first[2]);
|
||||
gl.uniform1f(advectionProgram.uniforms.dt, dt);
|
||||
gl.uniform1f(
|
||||
advectionProgram.uniforms.dissipation,
|
||||
config.VELOCITY_DISSIPATION
|
||||
);
|
||||
blit(velocity.second[1]);
|
||||
velocity.swap();
|
||||
|
||||
gl.uniform1i(advectionProgram.uniforms.uVelocity, velocity.first[2]);
|
||||
gl.uniform1i(advectionProgram.uniforms.uSource, density.first[2]);
|
||||
gl.uniform1f(
|
||||
advectionProgram.uniforms.dissipation,
|
||||
config.DENSITY_DISSIPATION
|
||||
);
|
||||
blit(density.second[1]);
|
||||
density.swap();
|
||||
|
||||
for (let i = 0, len = pointers.length; i < len; i++) {
|
||||
let pointer = pointers[i];
|
||||
if (pointer.moved) {
|
||||
splat(pointer.x, pointer.y, pointer.dx, pointer.dy, pointer.color);
|
||||
pointer.moved = false;
|
||||
}
|
||||
}
|
||||
|
||||
curlProgram.bind();
|
||||
gl.uniform2f(
|
||||
curlProgram.uniforms.texelSize,
|
||||
1.0 / textureWidth,
|
||||
1.0 / textureHeight
|
||||
);
|
||||
gl.uniform1i(curlProgram.uniforms.uVelocity, velocity.first[2]);
|
||||
blit(curl[1]);
|
||||
|
||||
vorticityProgram.bind();
|
||||
gl.uniform2f(
|
||||
vorticityProgram.uniforms.texelSize,
|
||||
1.0 / textureWidth,
|
||||
1.0 / textureHeight
|
||||
);
|
||||
gl.uniform1i(vorticityProgram.uniforms.uVelocity, velocity.first[2]);
|
||||
gl.uniform1i(vorticityProgram.uniforms.uCurl, curl[2]);
|
||||
gl.uniform1f(vorticityProgram.uniforms.curl, config.CURL);
|
||||
gl.uniform1f(vorticityProgram.uniforms.dt, dt);
|
||||
blit(velocity.second[1]);
|
||||
velocity.swap();
|
||||
|
||||
divergenceProgram.bind();
|
||||
gl.uniform2f(
|
||||
divergenceProgram.uniforms.texelSize,
|
||||
1.0 / textureWidth,
|
||||
1.0 / textureHeight
|
||||
);
|
||||
gl.uniform1i(divergenceProgram.uniforms.uVelocity, velocity.first[2]);
|
||||
blit(divergence[1]);
|
||||
|
||||
clearProgram.bind();
|
||||
let pressureTexId = pressure.first[2];
|
||||
gl.activeTexture(gl.TEXTURE0 + pressureTexId);
|
||||
gl.bindTexture(gl.TEXTURE_2D, pressure.first[0]);
|
||||
gl.uniform1i(clearProgram.uniforms.uTexture, pressureTexId);
|
||||
gl.uniform1f(clearProgram.uniforms.value, config.PRESSURE_DISSIPATION);
|
||||
blit(pressure.second[1]);
|
||||
pressure.swap();
|
||||
|
||||
pressureProgram.bind();
|
||||
gl.uniform2f(
|
||||
pressureProgram.uniforms.texelSize,
|
||||
1.0 / textureWidth,
|
||||
1.0 / textureHeight
|
||||
);
|
||||
gl.uniform1i(pressureProgram.uniforms.uDivergence, divergence[2]);
|
||||
pressureTexId = pressure.first[2];
|
||||
gl.activeTexture(gl.TEXTURE0 + pressureTexId);
|
||||
for (let _i = 0; _i < config.PRESSURE_ITERATIONS; _i++) {
|
||||
gl.bindTexture(gl.TEXTURE_2D, pressure.first[0]);
|
||||
gl.uniform1i(pressureProgram.uniforms.uPressure, pressureTexId);
|
||||
blit(pressure.second[1]);
|
||||
pressure.swap();
|
||||
}
|
||||
|
||||
gradienSubtractProgram.bind();
|
||||
gl.uniform2f(
|
||||
gradienSubtractProgram.uniforms.texelSize,
|
||||
1.0 / textureWidth,
|
||||
1.0 / textureHeight
|
||||
);
|
||||
gl.uniform1i(gradienSubtractProgram.uniforms.uPressure, pressure.first[2]);
|
||||
gl.uniform1i(gradienSubtractProgram.uniforms.uVelocity, velocity.first[2]);
|
||||
blit(velocity.second[1]);
|
||||
velocity.swap();
|
||||
|
||||
gl.viewport(0, 0, gl.drawingBufferWidth, gl.drawingBufferHeight);
|
||||
displayProgram.bind();
|
||||
gl.uniform1i(displayProgram.uniforms.uTexture, density.first[2]);
|
||||
blit(null);
|
||||
|
||||
requestAnimationFrame(update);
|
||||
}
|
||||
|
||||
update();
|
||||
|
||||
// ===== REDIMENSIONAR AL CAMBIAR TAMAÑO DE VENTANA =====
|
||||
window.addEventListener("resize", function() {
|
||||
canvas.width = window.innerWidth;
|
||||
canvas.height = window.innerHeight;
|
||||
initFramebuffers();
|
||||
});
|
||||
Reference in New Issue
Block a user