"use strict"; // ===== CONFIGURACIÓN DEL EFECTO (Parámetros calibrados de fluid - copia.js) ===== const config = { TEXTURE_DOWNSAMPLE: 1, DENSITY_DISSIPATION: 0.975, VELOCITY_DISSIPATION: 0.98, PRESSURE_DISSIPATION: 0.8, PRESSURE_ITERATIONS: 20, CURL: 30, SPLAT_RADIUS: 0.003 }; // ===== COLORES DE MARCA SEGÚN EL TEMA ===== function getBrandColors() { const isDark = document.documentElement.getAttribute('data-theme') === 'dark'; if (isDark) { return [ [0.850, 0.080, 0.380], // Carmesí / Fucsia vivo de marca [0.050, 0.450, 0.550], // Teal profundo [0.650, 0.200, 0.450] // Plum medio ]; } else { return [ [0.729, 0.071, 0.302], // Bordo de marca (#BA124D) [0.000, 0.247, 0.322], // Teal de marca (#003F52) [0.550, 0.150, 0.280] // Plum suave ]; } } let brandColors = getBrandColors(); let currentColor = brandColors[0]; let targetColor = brandColors[1]; let transitionProgress = 0; const transitionSpeed = 0.008; // Observador para detectar cambios en data-theme 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"); if (!canvas) { console.error("ERROR: No se encontró el canvas con id 'fluidCanvas'"); } canvas.width = window.innerWidth; canvas.height = window.innerHeight; // ===== CONTEXTO WEBGL TRANSPARENTE ===== let pointers = []; function getWebGLContext(canvas) { let params = { alpha: true, // Transparente para respetar el fondo CSS premultipliedAlpha: false, // Clave para evitar bordes oscuros o quemados depth: false, stencil: false, antialias: false }; let gl = canvas.getContext("webgl2", params); let isWebGL2 = !!gl; if (!isWebGL2) 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, 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: { internalFormat: internalFormat, internalFormatRG: internalFormatRG, formatRG: formatRG, texType: texType }, support_linear_float: support_linear_float }; } let _getWebGLContext = getWebGLContext(canvas); let gl = _getWebGLContext.gl; let ext = _getWebGLContext.ext; let support_linear_float = _getWebGLContext.support_linear_float; // ===== POINTER ===== function pointerPrototype() { this.id = -1; this.x = 0; this.y = 0; this.dx = 0; this.dy = 0; this.down = false; this.moved = false; 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"); 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); 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); } } GLProgram.prototype.bind = function bind() { gl.useProgram(this.program); }; return GLProgram; })(); 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); return 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); }" ); 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); }" ); // SHADER DE VISUALIZACIÓN: compatible con GLSL ES 1.0 y libre de blanqueo let displayShader = compileShader( gl.FRAGMENT_SHADER, `precision highp float; precision mediump sampler2D; varying vec2 vUv; uniform sampler2D uTexture; uniform float uIsDark; void main () { vec4 c = texture2D(uTexture, vUv); float len = length(c.rgb); // Sintaxis 100% compatible con WebGL 1 y 2 (4 componentes) if (len < 0.001) { gl_FragColor = vec4(0.0, 0.0, 0.0, 0.0); return; } // Normalización cromática: conserva el matiz puro de la marca y previene el blanco vec3 pureColor = c.rgb / len; if (uIsDark > 0.5) { // MODO OSCURO: color rico con presencia viva sin deslumbrar float alpha = clamp(len * 1.8, 0.0, 0.80); gl_FragColor = vec4(pureColor, alpha); } else { // MODO CLARO: tinte traslúcido tipo acuarela float alpha = clamp(len * 1.2, 0.0, 0.38); gl_FragColor = vec4(pureColor, 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); }" ); 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; }" ); 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); }" ); 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); }" ); 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); }" ); 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); }" ); 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); }" ); 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); }" ); // ===== FRAMEBUFFERS ===== let textureWidth, textureHeight; let density, velocity, divergence, curl, pressure; function initFramebuffers() { textureWidth = gl.drawingBufferWidth >> config.TEXTURE_DOWNSAMPLE; textureHeight = gl.drawingBufferHeight >> config.TEXTURE_DOWNSAMPLE; let iFormat = ext.internalFormat; 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); } function createFBO(texId, w, h, internalFormat, format, type, param) { gl.activeTexture(gl.TEXTURE0 + texId); let texture = gl.createTexture(); gl.bindTexture(gl.TEXTURE_2D, texture); gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, param); gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, param); gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE); gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE); 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.viewport(0, 0, w, h); gl.clear(gl.COLOR_BUFFER_BIT); return [texture, fbo, texId]; } 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; } }; } initFramebuffers(); // ===== PROGRAMS ===== 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 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); // ===== 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.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.vertexAttribPointer(0, 2, gl.FLOAT, false, 0, 0); gl.enableVertexAttribArray(0); return function (destination) { gl.bindFramebuffer(gl.FRAMEBUFFER, destination); gl.drawElements(gl.TRIANGLES, 6, gl.UNSIGNED_SHORT, 0); }; })(); // ===== SPLAT ===== 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.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]); // Inyección equilibrada gl.uniform3f(splatProgram.uniforms.color, color[0] * 0.28, color[1] * 0.28, color[2] * 0.28); blit(density.second[1]); density.swap(); } // ===== RESIZE ===== function resizeCanvas() { if (canvas.width !== canvas.clientWidth || canvas.height !== canvas.clientHeight) { canvas.width = canvas.clientWidth; canvas.height = canvas.clientHeight; initFramebuffers(); } } let colorArr = currentColor; let count = 0; // ===== DETECTAR ELEMENTOS DE TEXTO ===== function isMouseOverTextElement(target) { const textSelectors = [ 'p', '.hero-content p', 'h1', 'h2', 'h3', 'h4', 'h5', '.hero-content h1', '.hero-content h2', '.eyebrow', 'a', 'button', '.btn', '.servicio-item', '.plan-card' ]; for (const selector of textSelectors) { if (target.closest(selector)) return true; } return false; } // ===== CAPTURA DE MOUSE SIMÉTRICA Y CENTRADA ===== let isFirstMove = true; document.addEventListener("mousemove", function (e) { const rect = canvas.getBoundingClientRect(); const currentX = e.clientX - rect.left; const currentY = e.clientY - rect.top; if (isFirstMove) { pointers[0].x = currentX; pointers[0].y = currentY; 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; const multiplier = overText ? 8.0 : 10.0; pointers[0].dx = (currentX - pointers[0].x) * multiplier; pointers[0].dy = (currentY - pointers[0].y) * multiplier; pointers[0].x = currentX; pointers[0].y = currentY; }); window.addEventListener("mouseleave", function () { isFirstMove = true; pointers[0].moved = false; }); 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; } const rect = canvas.getBoundingClientRect(); for (let i = 0, len = touches.length; i < len; i++) { if (i >= pointers.length) pointers.push(new pointerPrototype()); let pointer = pointers[i]; let touchX = touches[i].clientX - rect.left; let touchY = touches[i].clientY - rect.top; pointer.id = touches[i].identifier; pointer.down = true; pointer.color = colorArr; pointer.moved = true; pointer.dx = (touchX - pointer.x) * 10.0; pointer.dy = (touchY - pointer.y) * 10.0; pointer.x = touchX; pointer.y = touchY; } }, 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]); 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); } update(); // ===== REDIMENSIONAR ===== window.addEventListener("resize", function() { canvas.width = canvas.clientWidth; canvas.height = canvas.clientHeight; initFramebuffers(); });