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dba527ecf9
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dba527ecf9 | ||
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66b6285fbf |
@@ -1,558 +1,280 @@
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"use strict";
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"use strict";
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// ===== CONFIGURACIÓN DEL EFECTO =====
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// ===== CONFIGURACIÓN DEL EFECTO =====
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const config = {
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const config = {
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TEXTURE_DOWNSAMPLE: 1,
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TEXTURE_DOWNSAMPLE: 1,
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DENSITY_DISSIPATION: 0.975,
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DENSITY_DISSIPATION: 0.975,
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VELOCITY_DISSIPATION: 0.98,
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VELOCITY_DISSIPATION: 0.98,
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PRESSURE_DISSIPATION: 0.8,
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PRESSURE_DISSIPATION: 0.8,
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PRESSURE_ITERATIONS: 20,
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PRESSURE_ITERATIONS: 20,
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CURL: 30,
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CURL: 30,
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SPLAT_RADIUS: 0.003
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SPLAT_RADIUS: 0.003
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};
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};
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// ===== INICIALIZAR CANVAS =====
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// ===== INICIALIZAR CANVAS =====
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let canvas = document.getElementById("fluidCanvas");
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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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if (!canvas) {
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console.error("ERROR: No se encontró el canvas con id 'fluidCanvas'");
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console.error("ERROR CRÍTICO: No se encontró <canvas id='fluidCanvas'> en el HTML");
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}
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}
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canvas.width = window.innerWidth;
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canvas.width = window.innerWidth;
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canvas.height = window.innerHeight;
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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 pointers = [];
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let splatStack = [];
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function getWebGLContext(canvas) {
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function getWebGLContext(canvas) {
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let params = {
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let params = {
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alpha: false,
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alpha: true, // ✅ TRANSPARENCIA ACTIVADA
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depth: false,
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depth: false,
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stencil: false,
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stencil: false,
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antialias: false
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antialias: false
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};
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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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// ✅ SIN ESPACIOS DENTRO DE LAS COMILLAS
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if (!isWebGL2)
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let gl = canvas.getContext("webgl2", params);
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gl =
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let isWebGL2 = !!gl;
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canvas.getContext("webgl", params) ||
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canvas.getContext("experimental-webgl", params);
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if (!isWebGL2) {
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let halfFloat = gl.getExtension("OES_texture_half_float");
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gl = canvas.getContext("webgl", params) || canvas.getContext("experimental-webgl", params);
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let support_linear_float = gl.getExtension("OES_texture_half_float_linear");
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}
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if (isWebGL2) {
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gl.getExtension("EXT_color_buffer_float");
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let halfFloat = gl.getExtension("OES_texture_half_float");
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support_linear_float = gl.getExtension("OES_texture_float_linear");
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let support_linear_float = gl.getExtension("OES_texture_half_float_linear");
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}
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gl.clearColor(0.0, 0.0, 0.0, 1.0);
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if (isWebGL2) {
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let internalFormat = isWebGL2 ? gl.RGBA16F : gl.RGBA;
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gl.getExtension("EXT_color_buffer_float");
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let internalFormatRG = isWebGL2 ? gl.RG16F : gl.RGBA;
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support_linear_float = gl.getExtension("OES_texture_float_linear");
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let formatRG = isWebGL2 ? gl.RG : gl.RGBA;
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}
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let texType = isWebGL2 ? gl.HALF_FLOAT : halfFloat.HALF_FLOAT_OES;
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return {
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// ✅ ÚLTIMO 0 = TRANSPARENCIA TOTAL DEL FONDO
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gl: gl,
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gl.clearColor(0.0, 0.0, 0.0, 0.0);
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ext: {
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internalFormat: internalFormat,
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let internalFormat = isWebGL2 ? gl.RGBA16F : gl.RGBA;
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internalFormatRG: internalFormatRG,
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let internalFormatRG = isWebGL2 ? gl.RG16F : gl.RGBA;
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formatRG: formatRG,
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let formatRG = isWebGL2 ? gl.RG : gl.RGBA;
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texType: texType
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let texType = isWebGL2 ? gl.HALF_FLOAT : halfFloat.HALF_FLOAT_OES;
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},
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support_linear_float: support_linear_float
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return {
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};
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gl: gl,
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ext: { internalFormat, internalFormatRG, formatRG, texType },
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support_linear_float: support_linear_float
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};
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}
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}
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let _getWebGLContext = getWebGLContext(canvas);
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let _ctx = getWebGLContext(canvas);
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let gl = _getWebGLContext.gl;
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let gl = _ctx.gl;
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let ext = _getWebGLContext.ext;
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let ext = _ctx.ext;
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let support_linear_float = _getWebGLContext.support_linear_float;
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let support_linear_float = _ctx.support_linear_float;
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// ===== POINTER =====
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// ===== POINTER =====
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function pointerPrototype() {
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function pointerPrototype() {
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this.id = -1;
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this.id = -1; this.x = 0; this.y = 0; this.dx = 0; this.dy = 0;
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this.x = 0;
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this.down = false; this.moved = false; this.color = [0.8, 0.2, 0.6];
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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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}
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pointers.push(new pointerPrototype());
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pointers.push(new pointerPrototype());
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// ===== SHADERS =====
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// ===== SHADERS (Código WebGL estándar) =====
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let GLProgram = (function () {
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let GLProgram = (function () {
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function GLProgram(vertexShader, fragmentShader) {
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function GLProgram(vertexShader, fragmentShader) {
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if (!(this instanceof GLProgram))
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this.uniforms = {};
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throw new TypeError("Cannot call a class as a function");
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this.program = gl.createProgram();
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this.uniforms = {};
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gl.attachShader(this.program, vertexShader);
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this.program = gl.createProgram();
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gl.attachShader(this.program, fragmentShader);
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gl.attachShader(this.program, vertexShader);
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gl.linkProgram(this.program);
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gl.attachShader(this.program, fragmentShader);
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if (!gl.getProgramParameter(this.program, gl.LINK_STATUS)) throw gl.getProgramInfoLog(this.program);
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gl.linkProgram(this.program);
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let uniformCount = gl.getProgramParameter(this.program, gl.ACTIVE_UNIFORMS);
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if (!gl.getProgramParameter(this.program, gl.LINK_STATUS))
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for (let i = 0; i < uniformCount; i++) {
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throw gl.getProgramInfoLog(this.program);
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let uniformName = gl.getActiveUniform(this.program, i).name;
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let uniformCount = gl.getProgramParameter(this.program, gl.ACTIVE_UNIFORMS);
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this.uniforms[uniformName] = gl.getUniformLocation(this.program, uniformName);
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for (let i = 0; i < uniformCount; i++) {
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}
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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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}
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GLProgram.prototype.bind = function () { gl.useProgram(this.program); };
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GLProgram.prototype.bind = function bind() {
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return GLProgram;
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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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})();
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function compileShader(type, source) {
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function compileShader(type, source) {
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let shader = gl.createShader(type);
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let shader = gl.createShader(type);
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gl.shaderSource(shader, source);
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gl.shaderSource(shader, source);
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gl.compileShader(shader);
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gl.compileShader(shader);
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if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS))
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if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) throw gl.getShaderInfoLog(shader);
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throw gl.getShaderInfoLog(shader);
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return shader;
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return shader;
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}
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}
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// ===== VERTEX SHADER =====
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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); }");
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let baseVertexShader = compileShader(
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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); }");
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gl.VERTEX_SHADER,
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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); }");
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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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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); }");
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);
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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); }");
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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; void main () { float L = texture2D(uVelocity, vL).x; float R = texture2D(uVelocity, vR).x; float T = texture2D(uVelocity, vT).y; float B = texture2D(uVelocity, vB).y; float div = 0.5 * (R - L + T - B); gl_FragColor = vec4(div, 0.0, 0.0, 1.0); }");
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// ===== FRAGMENT SHADERS =====
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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); }");
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let clearShader = compileShader(
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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).x; float R = texture2D(uCurl, vR).x; float T = texture2D(uCurl, vT).y; float B = texture2D(uCurl, vB).y; 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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gl.FRAGMENT_SHADER,
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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; void main () { float L = texture2D(uPressure, vL).x; float R = texture2D(uPressure, vR).x; float T = texture2D(uPressure, vT).x; float B = texture2D(uPressure, 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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"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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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; void main () { float L = texture2D(uPressure, vL).x; float R = texture2D(uPressure, vR).x; float T = texture2D(uPressure, vT).x; float B = texture2D(uPressure, 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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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); }"
|
|
||||||
);
|
|
||||||
|
|
||||||
// ===== FRAMEBUFFERS =====
|
// ===== FRAMEBUFFERS =====
|
||||||
let textureWidth, textureHeight;
|
let textureWidth, textureHeight, density, velocity, divergence, curl, pressure;
|
||||||
let density, velocity, divergence, curl, pressure;
|
|
||||||
|
|
||||||
function initFramebuffers() {
|
function initFramebuffers() {
|
||||||
textureWidth = gl.drawingBufferWidth >> config.TEXTURE_DOWNSAMPLE;
|
textureWidth = gl.drawingBufferWidth >> config.TEXTURE_DOWNSAMPLE;
|
||||||
textureHeight = gl.drawingBufferHeight >> config.TEXTURE_DOWNSAMPLE;
|
textureHeight = gl.drawingBufferHeight >> config.TEXTURE_DOWNSAMPLE;
|
||||||
let iFormat = ext.internalFormat;
|
let iFormat = ext.internalFormat, iFormatRG = ext.internalFormatRG, formatRG = ext.formatRG, texType = ext.texType;
|
||||||
let iFormatRG = ext.internalFormatRG;
|
density = createDoubleFBO(0, textureWidth, textureHeight, iFormat, gl.RGBA, texType, support_linear_float ? gl.LINEAR : gl.NEAREST);
|
||||||
let formatRG = ext.formatRG;
|
velocity = createDoubleFBO(2, textureWidth, textureHeight, iFormatRG, formatRG, texType, support_linear_float ? gl.LINEAR : gl.NEAREST);
|
||||||
let texType = ext.texType;
|
divergence = createFBO(4, textureWidth, textureHeight, iFormatRG, formatRG, texType, gl.NEAREST);
|
||||||
density = createDoubleFBO(
|
curl = createFBO(5, textureWidth, textureHeight, iFormatRG, formatRG, texType, gl.NEAREST);
|
||||||
0,
|
pressure = createDoubleFBO(6, textureWidth, textureHeight, iFormatRG, formatRG, texType, gl.NEAREST);
|
||||||
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) {
|
function createFBO(texId, w, h, internalFormat, format, type, param) {
|
||||||
gl.activeTexture(gl.TEXTURE0 + texId);
|
gl.activeTexture(gl.TEXTURE0 + texId);
|
||||||
let texture = gl.createTexture();
|
let texture = gl.createTexture();
|
||||||
gl.bindTexture(gl.TEXTURE_2D, texture);
|
gl.bindTexture(gl.TEXTURE_2D, texture);
|
||||||
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, param);
|
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_MAG_FILTER, param);
|
||||||
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
|
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.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);
|
gl.texImage2D(gl.TEXTURE_2D, 0, internalFormat, w, h, 0, format, type, null);
|
||||||
let fbo = gl.createFramebuffer();
|
let fbo = gl.createFramebuffer();
|
||||||
gl.bindFramebuffer(gl.FRAMEBUFFER, fbo);
|
gl.bindFramebuffer(gl.FRAMEBUFFER, fbo);
|
||||||
gl.framebufferTexture2D(
|
gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, texture, 0);
|
||||||
gl.FRAMEBUFFER,
|
gl.viewport(0, 0, w, h);
|
||||||
gl.COLOR_ATTACHMENT0,
|
gl.clear(gl.COLOR_BUFFER_BIT);
|
||||||
gl.TEXTURE_2D,
|
return [texture, fbo, texId];
|
||||||
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) {
|
function createDoubleFBO(texId, w, h, internalFormat, format, type, param) {
|
||||||
let fbo1 = createFBO(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);
|
let fbo2 = createFBO(texId + 1, w, h, internalFormat, format, type, param);
|
||||||
return {
|
return {
|
||||||
get first() {
|
get first() { return fbo1; },
|
||||||
return fbo1;
|
get second() { return fbo2; },
|
||||||
},
|
swap: function () { let temp = fbo1; fbo1 = fbo2; fbo2 = temp; }
|
||||||
get second() {
|
};
|
||||||
return fbo2;
|
|
||||||
},
|
|
||||||
swap: function swap() {
|
|
||||||
let temp = fbo1;
|
|
||||||
fbo1 = fbo2;
|
|
||||||
fbo2 = temp;
|
|
||||||
}
|
|
||||||
};
|
|
||||||
}
|
}
|
||||||
|
|
||||||
initFramebuffers();
|
initFramebuffers();
|
||||||
|
|
||||||
// ===== PROGRAMS =====
|
// ===== PROGRAMS & BLIT =====
|
||||||
let clearProgram = new GLProgram(baseVertexShader, clearShader);
|
let clearProgram = new GLProgram(baseVertexShader, clearShader);
|
||||||
let displayProgram = new GLProgram(baseVertexShader, displayShader);
|
let displayProgram = new GLProgram(baseVertexShader, displayShader);
|
||||||
let splatProgram = new GLProgram(baseVertexShader, splatShader);
|
let splatProgram = new GLProgram(baseVertexShader, splatShader);
|
||||||
let advectionProgram = new GLProgram(
|
let advectionProgram = new GLProgram(baseVertexShader, advectionShader);
|
||||||
baseVertexShader,
|
|
||||||
support_linear_float ? advectionShader : advectionManualFilteringShader
|
|
||||||
);
|
|
||||||
let divergenceProgram = new GLProgram(baseVertexShader, divergenceShader);
|
let divergenceProgram = new GLProgram(baseVertexShader, divergenceShader);
|
||||||
let curlProgram = new GLProgram(baseVertexShader, curlShader);
|
let curlProgram = new GLProgram(baseVertexShader, curlShader);
|
||||||
let vorticityProgram = new GLProgram(baseVertexShader, vorticityShader);
|
let vorticityProgram = new GLProgram(baseVertexShader, vorticityShader);
|
||||||
let pressureProgram = new GLProgram(baseVertexShader, pressureShader);
|
let pressureProgram = new GLProgram(baseVertexShader, pressureShader);
|
||||||
let gradienSubtractProgram = new GLProgram(
|
let gradienSubtractProgram = new GLProgram(baseVertexShader, gradientSubtractShader);
|
||||||
baseVertexShader,
|
|
||||||
gradientSubtractShader
|
|
||||||
);
|
|
||||||
|
|
||||||
// ===== BLIT =====
|
|
||||||
let blit = (function () {
|
let blit = (function () {
|
||||||
gl.bindBuffer(gl.ARRAY_BUFFER, gl.createBuffer());
|
gl.bindBuffer(gl.ARRAY_BUFFER, gl.createBuffer());
|
||||||
gl.bufferData(
|
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array([-1, -1, -1, 1, 1, 1, 1, -1]), gl.STATIC_DRAW);
|
||||||
gl.ARRAY_BUFFER,
|
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, gl.createBuffer());
|
||||||
new Float32Array([-1, -1, -1, 1, 1, 1, 1, -1]),
|
gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, new Uint16Array([0, 1, 2, 0, 2, 3]), gl.STATIC_DRAW);
|
||||||
gl.STATIC_DRAW
|
gl.vertexAttribPointer(0, 2, gl.FLOAT, false, 0, 0);
|
||||||
);
|
gl.enableVertexAttribArray(0);
|
||||||
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, gl.createBuffer());
|
return function (destination) {
|
||||||
gl.bufferData(
|
gl.bindFramebuffer(gl.FRAMEBUFFER, destination);
|
||||||
gl.ELEMENT_ARRAY_BUFFER,
|
gl.drawElements(gl.TRIANGLES, 6, gl.UNSIGNED_SHORT, 0);
|
||||||
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) {
|
function splat(x, y, dx, dy, color) {
|
||||||
splatProgram.bind();
|
splatProgram.bind();
|
||||||
gl.uniform1i(splatProgram.uniforms.uTarget, velocity.first[2]);
|
gl.uniform1i(splatProgram.uniforms.uTarget, velocity.first[2]);
|
||||||
gl.uniform1f(splatProgram.uniforms.aspectRatio, canvas.width / canvas.height);
|
gl.uniform1f(splatProgram.uniforms.aspectRatio, canvas.width / canvas.height);
|
||||||
gl.uniform2f(
|
gl.uniform2f(splatProgram.uniforms.point, x / canvas.width, 1.0 - y / canvas.height);
|
||||||
splatProgram.uniforms.point,
|
gl.uniform3f(splatProgram.uniforms.color, dx, -dy, 1.0);
|
||||||
x / canvas.width,
|
gl.uniform1f(splatProgram.uniforms.radius, config.SPLAT_RADIUS);
|
||||||
1.0 - y / canvas.height
|
blit(velocity.second[1]); velocity.swap();
|
||||||
);
|
gl.uniform1i(splatProgram.uniforms.uTarget, density.first[2]);
|
||||||
gl.uniform3f(splatProgram.uniforms.color, dx, -dy, 1.0);
|
gl.uniform3f(splatProgram.uniforms.color, color[0] * 0.3, color[1] * 0.3, color[2] * 0.3);
|
||||||
gl.uniform1f(splatProgram.uniforms.radius, config.SPLAT_RADIUS);
|
blit(density.second[1]); density.swap();
|
||||||
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
|
|
||||||
);
|
|
||||||
blit(density.second[1]);
|
|
||||||
density.swap();
|
|
||||||
}
|
}
|
||||||
|
|
||||||
// ===== RESIZE =====
|
// ===== COLORES DE LA MARCA =====
|
||||||
function resizeCanvas() {
|
const brandColors = [[0.874, 0.741, 0.725], [0.729, 0.071, 0.302], [0.000, 0.247, 0.322]];
|
||||||
(canvas.width !== canvas.clientWidth ||
|
let currentColor = brandColors[0], targetColor = brandColors[1], transitionProgress = 0;
|
||||||
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;
|
const transitionSpeed = 0.008;
|
||||||
|
function lerpColor(a, b, t) { return [a[0] + (b[0] - a[0]) * t, a[1] + (b[1] - a[1]) * t, a[2] + (b[2] - a[2]) * t]; }
|
||||||
|
let colorArr = currentColor, count = 0;
|
||||||
|
|
||||||
function lerpColor(colorA, colorB, t) {
|
// ===== EVENTOS =====
|
||||||
return [
|
|
||||||
colorA[0] + (colorB[0] - colorA[0]) * t,
|
|
||||||
colorA[1] + (colorB[1] - colorA[1]) * t,
|
|
||||||
colorA[2] + (colorB[2] - colorA[2]) * t
|
|
||||||
];
|
|
||||||
}
|
|
||||||
|
|
||||||
let colorArr = currentColor;
|
|
||||||
let count = 0;
|
|
||||||
|
|
||||||
// ===== EVENTOS CON COLORES DE MARCA =====
|
|
||||||
canvas.addEventListener("mousemove", function (e) {
|
canvas.addEventListener("mousemove", function (e) {
|
||||||
console.log("Mouse moviéndose:", e.clientX, e.clientY);
|
|
||||||
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;
|
|
||||||
pointers[0].dx = (e.offsetX - pointers[0].x) * 10.0;
|
|
||||||
pointers[0].dy = (e.offsetY - pointers[0].y) * 10.0;
|
|
||||||
pointers[0].x = e.offsetX;
|
|
||||||
pointers[0].y = e.offsetY;
|
|
||||||
});
|
|
||||||
|
|
||||||
canvas.addEventListener(
|
|
||||||
"touchmove",
|
|
||||||
function (e) {
|
|
||||||
e.preventDefault();
|
|
||||||
let touches = e.targetTouches;
|
|
||||||
count++;
|
count++;
|
||||||
if (count > 20) {
|
if (count > 1) {
|
||||||
transitionProgress += transitionSpeed;
|
transitionProgress += transitionSpeed;
|
||||||
if (transitionProgress >= 1) {
|
if (transitionProgress >= 1) {
|
||||||
transitionProgress = 0;
|
transitionProgress = 0;
|
||||||
let currentIndex = brandColors.indexOf(currentColor);
|
let currentIndex = brandColors.indexOf(currentColor);
|
||||||
let nextIndex = (currentIndex + 1) % brandColors.length;
|
currentColor = targetColor;
|
||||||
currentColor = targetColor;
|
targetColor = brandColors[(currentIndex + 1) % brandColors.length];
|
||||||
targetColor = brandColors[nextIndex];
|
}
|
||||||
}
|
colorArr = lerpColor(currentColor, targetColor, transitionProgress);
|
||||||
colorArr = lerpColor(currentColor, targetColor, transitionProgress);
|
count = 0;
|
||||||
count = 0;
|
|
||||||
}
|
}
|
||||||
|
pointers[0].down = true; pointers[0].color = colorArr; pointers[0].moved = true;
|
||||||
for (let i = 0, len = touches.length; i < len; i++) {
|
pointers[0].dx = (e.offsetX - pointers[0].x) * 10.0;
|
||||||
if (i >= pointers.length) pointers.push(new pointerPrototype());
|
pointers[0].dy = (e.offsetY - pointers[0].y) * 10.0;
|
||||||
pointers[i].id = touches[i].identifier;
|
pointers[0].x = e.offsetX; pointers[0].y = e.offsetY;
|
||||||
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 =====
|
// ===== LOOP PRINCIPAL =====
|
||||||
let lastTime = Date.now();
|
let lastTime = Date.now();
|
||||||
|
|
||||||
function update() {
|
function update() {
|
||||||
resizeCanvas();
|
if (canvas.width !== canvas.clientWidth || canvas.height !== canvas.clientHeight) {
|
||||||
let dt = Math.min((Date.now() - lastTime) / 1000, 0.016);
|
canvas.width = canvas.clientWidth; canvas.height = canvas.clientHeight;
|
||||||
lastTime = Date.now();
|
initFramebuffers();
|
||||||
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;
|
|
||||||
}
|
}
|
||||||
}
|
let dt = Math.min((Date.now() - lastTime) / 1000, 0.016);
|
||||||
|
lastTime = Date.now();
|
||||||
curlProgram.bind();
|
gl.viewport(0, 0, textureWidth, textureHeight);
|
||||||
gl.uniform2f(
|
|
||||||
curlProgram.uniforms.texelSize,
|
advectionProgram.bind();
|
||||||
1.0 / textureWidth,
|
gl.uniform2f(advectionProgram.uniforms.texelSize, 1.0 / textureWidth, 1.0 / textureHeight);
|
||||||
1.0 / textureHeight
|
gl.uniform1i(advectionProgram.uniforms.uVelocity, velocity.first[2]);
|
||||||
);
|
gl.uniform1i(advectionProgram.uniforms.uSource, velocity.first[2]);
|
||||||
gl.uniform1i(curlProgram.uniforms.uVelocity, velocity.first[2]);
|
gl.uniform1f(advectionProgram.uniforms.dt, dt);
|
||||||
blit(curl[1]);
|
gl.uniform1f(advectionProgram.uniforms.dissipation, config.VELOCITY_DISSIPATION);
|
||||||
|
blit(velocity.second[1]); velocity.swap();
|
||||||
vorticityProgram.bind();
|
gl.uniform1i(advectionProgram.uniforms.uSource, density.first[2]);
|
||||||
gl.uniform2f(
|
gl.uniform1f(advectionProgram.uniforms.dissipation, config.DENSITY_DISSIPATION);
|
||||||
vorticityProgram.uniforms.texelSize,
|
blit(density.second[1]); density.swap();
|
||||||
1.0 / textureWidth,
|
|
||||||
1.0 / textureHeight
|
for (let i = 0; i < pointers.length; i++) {
|
||||||
);
|
if (pointers[i].moved) { splat(pointers[i].x, pointers[i].y, pointers[i].dx, pointers[i].dy, pointers[i].color); pointers[i].moved = false; }
|
||||||
gl.uniform1i(vorticityProgram.uniforms.uVelocity, velocity.first[2]);
|
}
|
||||||
gl.uniform1i(vorticityProgram.uniforms.uCurl, curl[2]);
|
|
||||||
gl.uniform1f(vorticityProgram.uniforms.curl, config.CURL);
|
curlProgram.bind(); gl.uniform2f(curlProgram.uniforms.texelSize, 1.0 / textureWidth, 1.0 / textureHeight);
|
||||||
gl.uniform1f(vorticityProgram.uniforms.dt, dt);
|
gl.uniform1i(curlProgram.uniforms.uVelocity, velocity.first[2]); blit(curl[1]);
|
||||||
blit(velocity.second[1]);
|
|
||||||
velocity.swap();
|
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]);
|
||||||
divergenceProgram.bind();
|
gl.uniform1f(vorticityProgram.uniforms.curl, config.CURL); gl.uniform1f(vorticityProgram.uniforms.dt, dt);
|
||||||
gl.uniform2f(
|
blit(velocity.second[1]); velocity.swap();
|
||||||
divergenceProgram.uniforms.texelSize,
|
|
||||||
1.0 / textureWidth,
|
divergenceProgram.bind(); gl.uniform2f(divergenceProgram.uniforms.texelSize, 1.0 / textureWidth, 1.0 / textureHeight);
|
||||||
1.0 / textureHeight
|
gl.uniform1i(divergenceProgram.uniforms.uVelocity, velocity.first[2]); blit(divergence[1]);
|
||||||
);
|
|
||||||
gl.uniform1i(divergenceProgram.uniforms.uVelocity, velocity.first[2]);
|
clearProgram.bind();
|
||||||
blit(divergence[1]);
|
gl.activeTexture(gl.TEXTURE0 + pressure.first[2]); gl.bindTexture(gl.TEXTURE_2D, pressure.first[0]);
|
||||||
|
gl.uniform1i(clearProgram.uniforms.uTexture, pressure.first[2]); gl.uniform1f(clearProgram.uniforms.value, config.PRESSURE_DISSIPATION);
|
||||||
clearProgram.bind();
|
blit(pressure.second[1]); pressure.swap();
|
||||||
let pressureTexId = pressure.first[2];
|
|
||||||
gl.activeTexture(gl.TEXTURE0 + pressureTexId);
|
pressureProgram.bind(); gl.uniform2f(pressureProgram.uniforms.texelSize, 1.0 / textureWidth, 1.0 / textureHeight);
|
||||||
gl.bindTexture(gl.TEXTURE_2D, pressure.first[0]);
|
gl.uniform1i(pressureProgram.uniforms.uDivergence, divergence[2]);
|
||||||
gl.uniform1i(clearProgram.uniforms.uTexture, pressureTexId);
|
for (let _i = 0; _i < config.PRESSURE_ITERATIONS; _i++) {
|
||||||
gl.uniform1f(clearProgram.uniforms.value, config.PRESSURE_DISSIPATION);
|
gl.activeTexture(gl.TEXTURE0 + pressure.first[2]); gl.bindTexture(gl.TEXTURE_2D, pressure.first[0]);
|
||||||
blit(pressure.second[1]);
|
gl.uniform1i(pressureProgram.uniforms.uPressure, pressure.first[2]);
|
||||||
pressure.swap();
|
blit(pressure.second[1]); pressure.swap();
|
||||||
|
}
|
||||||
pressureProgram.bind();
|
|
||||||
gl.uniform2f(
|
gradienSubtractProgram.bind(); gl.uniform2f(gradienSubtractProgram.uniforms.texelSize, 1.0 / textureWidth, 1.0 / textureHeight);
|
||||||
pressureProgram.uniforms.texelSize,
|
gl.uniform1i(gradienSubtractProgram.uniforms.uPressure, pressure.first[2]); gl.uniform1i(gradienSubtractProgram.uniforms.uVelocity, velocity.first[2]);
|
||||||
1.0 / textureWidth,
|
blit(velocity.second[1]); velocity.swap();
|
||||||
1.0 / textureHeight
|
|
||||||
);
|
gl.viewport(0, 0, gl.drawingBufferWidth, gl.drawingBufferHeight);
|
||||||
gl.uniform1i(pressureProgram.uniforms.uDivergence, divergence[2]);
|
displayProgram.bind(); gl.uniform1i(displayProgram.uniforms.uTexture, density.first[2]);
|
||||||
pressureTexId = pressure.first[2];
|
blit(null);
|
||||||
gl.activeTexture(gl.TEXTURE0 + pressureTexId);
|
requestAnimationFrame(update);
|
||||||
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();
|
update();
|
||||||
|
|
||||||
// ===== REDIMENSIONAR AL CAMBIAR TAMAÑO DE VENTANA =====
|
|
||||||
window.addEventListener("resize", function() {
|
window.addEventListener("resize", function() {
|
||||||
canvas.width = window.innerWidth;
|
canvas.width = window.innerWidth; canvas.height = window.innerHeight;
|
||||||
canvas.height = window.innerHeight;
|
initFramebuffers();
|
||||||
initFramebuffers();
|
|
||||||
});
|
});
|
||||||
+1
-1
@@ -666,7 +666,7 @@
|
|||||||
</div>
|
</div>
|
||||||
</footer>
|
</footer>
|
||||||
|
|
||||||
<!-- ===== SCRIPTS ===== -->
|
<!-- ===== SCRIPTS ==== -->
|
||||||
<script src="scripts.js"></script>
|
<script src="scripts.js"></script>
|
||||||
<script src="fluid.js"></script>
|
<script src="fluid.js"></script>
|
||||||
|
|
||||||
|
|||||||
+50
-12
@@ -34,21 +34,59 @@ body {
|
|||||||
|
|
||||||
/* ===== CANVAS FLUIDO ===== */
|
/* ===== CANVAS FLUIDO ===== */
|
||||||
#fluidCanvas {
|
#fluidCanvas {
|
||||||
display: block;
|
display: block;
|
||||||
width: 100%;
|
width: 100vw;
|
||||||
height: 100vh;
|
height: 100vh;
|
||||||
position: fixed;
|
position: fixed;
|
||||||
top: 0;
|
top: 0;
|
||||||
left: 0;
|
left: 0;
|
||||||
z-index: 0;
|
z-index: 0;
|
||||||
pointer-events: auto;
|
pointer-events: none; /* ✅ No interfiere con clicks */
|
||||||
background: var(--oscuro);
|
background: transparent;
|
||||||
}
|
}
|
||||||
|
|
||||||
/* Asegurar que el contenido esté por encima */
|
/* ===== CONTENIDO SOBRE EL CANVAS ===== */
|
||||||
.hero, section {
|
.hero, section {
|
||||||
position: relative;
|
position: relative;
|
||||||
z-index: 1;
|
z-index: 1;
|
||||||
|
background: transparent; /* ✅ Transparente para ver el humo */
|
||||||
|
}
|
||||||
|
|
||||||
|
/* Si necesitas fondos en secciones específicas, usa semi-transparente */
|
||||||
|
.hero {
|
||||||
|
background: rgba(17, 9, 22, 0.3); /* Semi-transparente */
|
||||||
|
}
|
||||||
|
|
||||||
|
section {
|
||||||
|
background: rgba(17, 9, 22, 0.5); /* Semi-transparente */
|
||||||
|
}
|
||||||
|
|
||||||
|
/* Header siempre por encima */
|
||||||
|
header {
|
||||||
|
position: fixed;
|
||||||
|
top: 0;
|
||||||
|
left: 0;
|
||||||
|
right: 0;
|
||||||
|
z-index: 50;
|
||||||
|
background: linear-gradient(180deg, rgba(17,9,22,.9) 0%, rgba(17,9,22,0) 100%);
|
||||||
|
pointer-events: auto; /* ✅ Header sí recibe clicks */
|
||||||
|
}
|
||||||
|
|
||||||
|
/* Botones y elementos interactivos siempre por encima */
|
||||||
|
.btn, .menu-btn, .plan-cta, .tab, .acc-head, .faq-head,
|
||||||
|
.filter-tag, input, textarea, button, a {
|
||||||
|
position: relative;
|
||||||
|
z-index: 2;
|
||||||
|
pointer-events: auto; /* ✅ Todos los elementos interactivos funcionan */
|
||||||
|
}
|
||||||
|
|
||||||
|
/* Overlay y Sheet por encima de todo */
|
||||||
|
.overlay {
|
||||||
|
z-index: 90;
|
||||||
|
}
|
||||||
|
|
||||||
|
.sheet {
|
||||||
|
z-index: 100;
|
||||||
}
|
}
|
||||||
|
|
||||||
/* ===== HEADER ===== */
|
/* ===== HEADER ===== */
|
||||||
|
|||||||
Reference in New Issue
Block a user