efecto fluid

This commit is contained in:
2026-09-20 16:01:31 -03:00
parent cfb97b486e
commit 82816cb680
6 changed files with 2274 additions and 282 deletions
+217 -239
View File
@@ -11,22 +11,66 @@ const config = {
SPLAT_RADIUS: 0.003
};
// ===== COLORES DE MARCA (Modo Claro / Oscuro) =====
function getBrandColors() {
const isDark = document.documentElement.getAttribute('data-theme') === 'dark';
if (isDark) {
// Tonos luminiscentes y vibrantes para contrastar sobre #110916
return [
[0.920, 0.120, 0.420], // Carmesí brillante (#EA1E6B)
[0.050, 0.680, 0.780], // Teal cian luminoso (#0DAEC7)
[0.850, 0.550, 0.700] // Rosa suave (#D98CB3)
];
} else {
// Tonos puros y elegantes para teñir el fondo claro sin ensuciarlo
return [
[0.729, 0.071, 0.302], // Bordo de marca (#BA124D)
[0.000, 0.320, 0.420], // Teal medio (#00526B)
[0.780, 0.280, 0.400] // Rosa carmesí (#C74766)
];
}
}
let brandColors = getBrandColors();
let currentColor = brandColors[0];
let targetColor = brandColors[1];
let transitionProgress = 0;
const transitionSpeed = 0.008;
// Observar cambios de tema: actualiza paleta y reinicia transición de color.
// El fondo CSS cambia automáticamente (el canvas es transparente, el fondo del <html> se ve a través).
const themeObserver = new MutationObserver(() => {
brandColors = getBrandColors();
currentColor = brandColors[0];
targetColor = brandColors[1];
transitionProgress = 0;
});
themeObserver.observe(document.documentElement, { attributes: true, attributeFilter: ['data-theme'] });
function lerpColor(colorA, colorB, t) {
return [
colorA[0] + (colorB[0] - colorA[0]) * t,
colorA[1] + (colorB[1] - colorA[1]) * t,
colorA[2] + (colorB[2] - colorA[2]) * t
];
}
// ===== INICIALIZAR CANVAS =====
let canvas = document.getElementById("fluidCanvas");
console.log("Canvas encontrado:", canvas);
if (!canvas) {
console.error("ERROR: No se encontró el canvas con id 'fluidCanvas'");
} else {
canvas.width = window.innerWidth;
canvas.height = window.innerHeight;
}
canvas.width = window.innerWidth;
canvas.height = window.innerHeight;
// ===== CONTEXTO WEBGL =====
let pointers = [];
let splatStack = [];
function getWebGLContext(canvas) {
let params = {
alpha: false,
alpha: true, // Canvas transparente: el fondo CSS se ve a través
premultipliedAlpha: false, // CLAVE: colores sin premultiplicar para composición correcta
depth: false,
stencil: false,
antialias: false
@@ -34,20 +78,23 @@ function getWebGLContext(canvas) {
let gl = canvas.getContext("webgl2", params);
let isWebGL2 = !!gl;
if (!isWebGL2)
gl =
canvas.getContext("webgl", params) ||
canvas.getContext("experimental-webgl", params);
gl = canvas.getContext("webgl", params) || canvas.getContext("experimental-webgl", params);
let halfFloat = gl.getExtension("OES_texture_half_float");
let support_linear_float = gl.getExtension("OES_texture_half_float_linear");
if (isWebGL2) {
gl.getExtension("EXT_color_buffer_float");
support_linear_float = gl.getExtension("OES_texture_float_linear");
}
gl.clearColor(0.0, 0.0, 0.0, 1.0);
// ✅ CLAVE: Fondo transparente para que se vea el color del body
gl.clearColor(0.0, 0.0, 0.0, 0.0);
let internalFormat = isWebGL2 ? gl.RGBA16F : gl.RGBA;
let internalFormatRG = isWebGL2 ? gl.RG16F : gl.RGBA;
let formatRG = isWebGL2 ? gl.RG : gl.RGBA;
let texType = isWebGL2 ? gl.HALF_FLOAT : halfFloat.HALF_FLOAT_OES;
return {
gl: gl,
ext: {
@@ -74,29 +121,24 @@ function pointerPrototype() {
this.dy = 0;
this.down = false;
this.moved = false;
this.color = [30, 0, 300];
this.color = [0.729, 0.071, 0.302];
}
pointers.push(new pointerPrototype());
// ===== SHADERS =====
let GLProgram = (function () {
function GLProgram(vertexShader, fragmentShader) {
if (!(this instanceof GLProgram))
throw new TypeError("Cannot call a class as a function");
if (!(this instanceof GLProgram)) throw new TypeError("Cannot call a class as a function");
this.uniforms = {};
this.program = gl.createProgram();
gl.attachShader(this.program, vertexShader);
gl.attachShader(this.program, fragmentShader);
gl.linkProgram(this.program);
if (!gl.getProgramParameter(this.program, gl.LINK_STATUS))
throw gl.getProgramInfoLog(this.program);
if (!gl.getProgramParameter(this.program, gl.LINK_STATUS)) throw gl.getProgramInfoLog(this.program);
let uniformCount = gl.getProgramParameter(this.program, gl.ACTIVE_UNIFORMS);
for (let i = 0; i < uniformCount; i++) {
let uniformName = gl.getActiveUniform(this.program, i).name;
this.uniforms[uniformName] = gl.getUniformLocation(
this.program,
uniformName
);
this.uniforms[uniformName] = gl.getUniformLocation(this.program, uniformName);
}
}
GLProgram.prototype.bind = function bind() {
@@ -109,66 +151,90 @@ function compileShader(type, source) {
let shader = gl.createShader(type);
gl.shaderSource(shader, source);
gl.compileShader(shader);
if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS))
throw gl.getShaderInfoLog(shader);
if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) throw gl.getShaderInfoLog(shader);
return shader;
}
// ===== VERTEX SHADER =====
let baseVertexShader = compileShader(
gl.VERTEX_SHADER,
"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); }"
"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); }"
);
// ===== FRAGMENT SHADERS =====
let clearShader = compileShader(
gl.FRAGMENT_SHADER,
"precision highp float; precision mediump sampler2D; varying vec2 vUv; uniform sampler2D uTexture; uniform float value; void main () { gl_FragColor = value * texture2D(uTexture, vUv); }"
"precision highp float; precision mediump sampler2D; varying vec2 vUv; uniform sampler2D uTexture; uniform float value; void main () { gl_FragColor = value * texture2D(uTexture, vUv); }"
);
let displayShader = compileShader(
gl.FRAGMENT_SHADER,
"precision highp float; precision mediump sampler2D; varying vec2 vUv; uniform sampler2D uTexture; void main () { gl_FragColor = texture2D(uTexture, vUv); }"
`precision highp float;
precision mediump sampler2D;
varying vec2 vUv;
uniform sampler2D uTexture;
uniform float uIsDark;
void main () {
vec4 c = texture2D(uTexture, vUv);
float maxC = max(c.r, max(c.g, c.b));
if (maxC < 0.001) {
gl_FragColor = vec4(0.0);
return;
}
// Normalizamos el tono cromático para conservar la saturación original
vec3 nColor = c.rgb / maxC;
if (uIsDark > 0.5) {
// MODO OSCURO: fluido con mayor presencia y brillo
float alpha = clamp(maxC * 2.5, 0.0, 0.70);
vec3 glow = clamp(nColor * 1.2, 0.0, 1.0);
gl_FragColor = vec4(glow, alpha);
} else {
// MODO CLARO: tinte traslúcido suave que no satura el fondo sage-light
float alpha = clamp(maxC * 1.5, 0.0, 0.35);
gl_FragColor = vec4(nColor, alpha);
}
}`
);
let splatShader = compileShader(
gl.FRAGMENT_SHADER,
"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); }"
"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); }"
);
let advectionManualFilteringShader = compileShader(
gl.FRAGMENT_SHADER,
"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; }"
"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; }"
);
let advectionShader = compileShader(
gl.FRAGMENT_SHADER,
"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); }"
"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); }"
);
let divergenceShader = compileShader(
gl.FRAGMENT_SHADER,
"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); }"
"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); }"
);
let curlShader = compileShader(
gl.FRAGMENT_SHADER,
"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); }"
"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); }"
);
let vorticityShader = compileShader(
gl.FRAGMENT_SHADER,
"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); }"
"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); }"
);
let pressureShader = compileShader(
gl.FRAGMENT_SHADER,
"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); }"
"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); }"
);
let gradientSubtractShader = compileShader(
gl.FRAGMENT_SHADER,
"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); }"
"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); }"
);
// ===== FRAMEBUFFERS =====
@@ -182,51 +248,11 @@ function initFramebuffers() {
let iFormatRG = ext.internalFormatRG;
let formatRG = ext.formatRG;
let texType = ext.texType;
density = createDoubleFBO(
0,
textureWidth,
textureHeight,
iFormat,
gl.RGBA,
texType,
support_linear_float ? gl.LINEAR : gl.NEAREST
);
velocity = createDoubleFBO(
2,
textureWidth,
textureHeight,
iFormatRG,
formatRG,
texType,
support_linear_float ? gl.LINEAR : gl.NEAREST
);
divergence = createFBO(
4,
textureWidth,
textureHeight,
iFormatRG,
formatRG,
texType,
gl.NEAREST
);
curl = createFBO(
5,
textureWidth,
textureHeight,
iFormatRG,
formatRG,
texType,
gl.NEAREST
);
pressure = createDoubleFBO(
6,
textureWidth,
textureHeight,
iFormatRG,
formatRG,
texType,
gl.NEAREST
);
density = createDoubleFBO(0, textureWidth, textureHeight, iFormat, gl.RGBA, texType, support_linear_float ? gl.LINEAR : gl.NEAREST);
velocity = createDoubleFBO(2, textureWidth, textureHeight, iFormatRG, formatRG, texType, support_linear_float ? gl.LINEAR : gl.NEAREST);
divergence = createFBO(4, textureWidth, textureHeight, iFormatRG, formatRG, texType, gl.NEAREST);
curl = createFBO(5, textureWidth, textureHeight, iFormatRG, formatRG, texType, gl.NEAREST);
pressure = createDoubleFBO(6, textureWidth, textureHeight, iFormatRG, formatRG, texType, gl.NEAREST);
}
function createFBO(texId, w, h, internalFormat, format, type, param) {
@@ -240,13 +266,7 @@ function createFBO(texId, w, h, internalFormat, format, type, param) {
gl.texImage2D(gl.TEXTURE_2D, 0, internalFormat, w, h, 0, format, type, null);
let fbo = gl.createFramebuffer();
gl.bindFramebuffer(gl.FRAMEBUFFER, fbo);
gl.framebufferTexture2D(
gl.FRAMEBUFFER,
gl.COLOR_ATTACHMENT0,
gl.TEXTURE_2D,
texture,
0
);
gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, texture, 0);
gl.viewport(0, 0, w, h);
gl.clear(gl.COLOR_BUFFER_BIT);
return [texture, fbo, texId];
@@ -256,17 +276,9 @@ function createDoubleFBO(texId, w, h, internalFormat, format, type, param) {
let fbo1 = createFBO(texId, w, h, internalFormat, format, type, param);
let fbo2 = createFBO(texId + 1, w, h, internalFormat, format, type, param);
return {
get first() {
return fbo1;
},
get second() {
return fbo2;
},
swap: function swap() {
let temp = fbo1;
fbo1 = fbo2;
fbo2 = temp;
}
get first() { return fbo1; },
get second() { return fbo2; },
swap: function swap() { let temp = fbo1; fbo1 = fbo2; fbo2 = temp; }
};
}
@@ -276,33 +288,19 @@ initFramebuffers();
let clearProgram = new GLProgram(baseVertexShader, clearShader);
let displayProgram = new GLProgram(baseVertexShader, displayShader);
let splatProgram = new GLProgram(baseVertexShader, splatShader);
let advectionProgram = new GLProgram(
baseVertexShader,
support_linear_float ? advectionShader : advectionManualFilteringShader
);
let advectionProgram = new GLProgram(baseVertexShader, support_linear_float ? advectionShader : advectionManualFilteringShader);
let divergenceProgram = new GLProgram(baseVertexShader, divergenceShader);
let curlProgram = new GLProgram(baseVertexShader, curlShader);
let vorticityProgram = new GLProgram(baseVertexShader, vorticityShader);
let pressureProgram = new GLProgram(baseVertexShader, pressureShader);
let gradienSubtractProgram = new GLProgram(
baseVertexShader,
gradientSubtractShader
);
let gradienSubtractProgram = new GLProgram(baseVertexShader, gradientSubtractShader);
// ===== BLIT =====
let blit = (function () {
gl.bindBuffer(gl.ARRAY_BUFFER, gl.createBuffer());
gl.bufferData(
gl.ARRAY_BUFFER,
new Float32Array([-1, -1, -1, 1, 1, 1, 1, -1]),
gl.STATIC_DRAW
);
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array([-1, -1, -1, 1, 1, 1, 1, -1]), gl.STATIC_DRAW);
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, gl.createBuffer());
gl.bufferData(
gl.ELEMENT_ARRAY_BUFFER,
new Uint16Array([0, 1, 2, 0, 2, 3]),
gl.STATIC_DRAW
);
gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, new Uint16Array([0, 1, 2, 0, 2, 3]), gl.STATIC_DRAW);
gl.vertexAttribPointer(0, 2, gl.FLOAT, false, 0, 0);
gl.enableVertexAttribArray(0);
return function (destination) {
@@ -316,53 +314,27 @@ function splat(x, y, dx, dy, color) {
splatProgram.bind();
gl.uniform1i(splatProgram.uniforms.uTarget, velocity.first[2]);
gl.uniform1f(splatProgram.uniforms.aspectRatio, canvas.width / canvas.height);
gl.uniform2f(
splatProgram.uniforms.point,
x / canvas.width,
1.0 - y / canvas.height
);
gl.uniform2f(splatProgram.uniforms.point, x / canvas.width, 1.0 - y / canvas.height);
gl.uniform3f(splatProgram.uniforms.color, dx, -dy, 1.0);
gl.uniform1f(splatProgram.uniforms.radius, config.SPLAT_RADIUS);
blit(velocity.second[1]);
velocity.swap();
gl.uniform1i(splatProgram.uniforms.uTarget, density.first[2]);
gl.uniform3f(
splatProgram.uniforms.color,
color[0] * 0.3,
color[1] * 0.3,
color[2] * 0.3
);
const isDark = document.documentElement.getAttribute('data-theme') === 'dark';
const densityIntensity = isDark ? 0.65 : 0.45;
gl.uniform3f(splatProgram.uniforms.color, color[0] * densityIntensity, color[1] * densityIntensity, color[2] * densityIntensity);
blit(density.second[1]);
density.swap();
}
// ===== RESIZE =====
function resizeCanvas() {
(canvas.width !== canvas.clientWidth ||
canvas.height !== canvas.clientHeight) &&
((canvas.width = canvas.clientWidth),
(canvas.height = canvas.clientHeight),
initFramebuffers());
}
// ===== COLORES DE LA MARCA CON TRANSICIÓN =====
const brandColors = [
//[0.874, 0.741, 0.725], // Rosa (#DFBDB9)
[0.729, 0.071, 0.302], // Bordo (#BA124D)
[0.000, 0.247, 0.322] // Teal (#003F52)
];
let currentColor = brandColors[0];
let targetColor = brandColors[1];
let transitionProgress = 0;
const transitionSpeed = 0.008;
function lerpColor(colorA, colorB, t) {
return [
colorA[0] + (colorB[0] - colorA[0]) * t,
colorA[1] + (colorB[1] - colorA[1]) * t,
colorA[2] + (colorB[2] - colorA[2]) * t
];
if (canvas.width !== window.innerWidth || canvas.height !== window.innerHeight) {
canvas.width = window.innerWidth;
canvas.height = window.innerHeight;
initFramebuffers();
}
}
let colorArr = currentColor;
@@ -370,25 +342,17 @@ let count = 0;
// ===== 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'
'p', 'h1', 'h2', 'h3', 'h4', 'h5', 'h6', 'a', 'span', 'button', '.btn', '.card-content', '.hero-content'
];
// Verificar si el target o sus ancestros coinciden con algún selector
for (const selector of textSelectors) {
if (target.closest(selector)) {
return true;
}
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++;
@@ -409,51 +373,45 @@ document.addEventListener("mousemove", function (e) {
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)
// ✅ CLAVE: Reducir la fuerza del fluido sobre texto para no dificultar la lectura
const multiplier = overText ? 4.0 : 10.0;
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;
pointers[0].dx = (e.clientX - pointers[0].x) * multiplier;
pointers[0].dy = (e.clientY - pointers[0].y) * multiplier;
pointers[0].x = e.clientX;
pointers[0].y = e.clientY;
});
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;
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];
}
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
);
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());
let pointer = pointers[i];
pointer.id = touches[i].identifier;
pointer.down = true;
pointer.color = colorArr;
pointer.moved = true;
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;
}
}, { passive: false });
// ===== LOOP PRINCIPAL =====
let lastTime = Date.now();
@@ -465,27 +423,17 @@ function update() {
gl.viewport(0, 0, textureWidth, textureHeight);
advectionProgram.bind();
gl.uniform2f(
advectionProgram.uniforms.texelSize,
1.0 / textureWidth,
1.0 / textureHeight
);
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
);
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
);
gl.uniform1f(advectionProgram.uniforms.dissipation, config.DENSITY_DISSIPATION);
blit(density.second[1]);
density.swap();
@@ -498,20 +446,12 @@ function update() {
}
curlProgram.bind();
gl.uniform2f(
curlProgram.uniforms.texelSize,
1.0 / textureWidth,
1.0 / textureHeight
);
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.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);
@@ -520,11 +460,7 @@ function update() {
velocity.swap();
divergenceProgram.bind();
gl.uniform2f(
divergenceProgram.uniforms.texelSize,
1.0 / textureWidth,
1.0 / textureHeight
);
gl.uniform2f(divergenceProgram.uniforms.texelSize, 1.0 / textureWidth, 1.0 / textureHeight);
gl.uniform1i(divergenceProgram.uniforms.uVelocity, velocity.first[2]);
blit(divergence[1]);
@@ -538,11 +474,7 @@ function update() {
pressure.swap();
pressureProgram.bind();
gl.uniform2f(
pressureProgram.uniforms.texelSize,
1.0 / textureWidth,
1.0 / textureHeight
);
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);
@@ -554,11 +486,7 @@ function update() {
}
gradienSubtractProgram.bind();
gl.uniform2f(
gradienSubtractProgram.uniforms.texelSize,
1.0 / textureWidth,
1.0 / textureHeight
);
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]);
@@ -567,6 +495,10 @@ function update() {
gl.viewport(0, 0, gl.drawingBufferWidth, gl.drawingBufferHeight);
displayProgram.bind();
gl.uniform1i(displayProgram.uniforms.uTexture, density.first[2]);
const isDarkTheme = document.documentElement.getAttribute('data-theme') === 'dark';
if (displayProgram.uniforms.uIsDark !== undefined) {
gl.uniform1f(displayProgram.uniforms.uIsDark, isDarkTheme ? 1.0 : 0.0);
}
blit(null);
requestAnimationFrame(update);
@@ -574,6 +506,52 @@ function update() {
update();
/* captura del movimiento del mouse*/
let isFirstMove = true;
document.addEventListener("mousemove", function (e) {
if (isFirstMove) {
pointers[0].x = e.clientX;
pointers[0].y = e.clientY;
isFirstMove = false;
return;
}
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 = true;
// Fuerza balanceada sobre el texto y sobre el fondo
const multiplier = overText ? 4.0 : 8.0;
pointers[0].dx = (e.clientX - pointers[0].x) * multiplier;
pointers[0].dy = (e.clientY - pointers[0].y) * multiplier;
pointers[0].x = e.clientX;
pointers[0].y = e.clientY;
});
window.addEventListener("mouseleave", function () {
isFirstMove = true;
pointers[0].moved = false;
});
// ===== REDIMENSIONAR AL CAMBIAR TAMAÑO DE VENTANA =====
window.addEventListener("resize", function() {
canvas.width = window.innerWidth;
+1 -1
View File
@@ -734,4 +734,4 @@ document.addEventListener('DOMContentLoaded', () => {
initPlanesFocusEffect();
initPortfolioCarousel();
initMarqueeHover(); // ← además, esta NUNCA se está llamando
});
});