"use strict"; // ===== CONFIGURACIÓN DEL EFECTO ===== 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 }; // ===== INICIALIZAR CANVAS ===== let canvas = document.getElementById("fluidCanvas"); if (!canvas) { console.error("ERROR CRÍTICO: No se encontró en el HTML"); } canvas.width = window.innerWidth; canvas.height = window.innerHeight; let pointers = []; function getWebGLContext(canvas) { let params = { alpha: true, // ✅ TRANSPARENCIA ACTIVADA depth: false, stencil: false, antialias: false }; // ✅ SIN ESPACIOS DENTRO DE LAS COMILLAS 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"); } // ✅ ÚLTIMO 0 = TRANSPARENCIA TOTAL DEL FONDO 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, internalFormatRG, formatRG, texType }, support_linear_float: support_linear_float }; } let _ctx = getWebGLContext(canvas); let gl = _ctx.gl; let ext = _ctx.ext; let support_linear_float = _ctx.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 = [0.8, 0.2, 0.6]; } pointers.push(new pointerPrototype()); // ===== SHADERS (Código WebGL estándar) ===== let GLProgram = (function () { function GLProgram(vertexShader, fragmentShader) { 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 () { 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); }"); 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); }"); 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 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; 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); }"); 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).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); }"); 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); }"); 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); }"); // ===== FRAMEBUFFERS ===== let textureWidth, textureHeight, density, velocity, divergence, curl, pressure; function initFramebuffers() { textureWidth = gl.drawingBufferWidth >> config.TEXTURE_DOWNSAMPLE; textureHeight = gl.drawingBufferHeight >> config.TEXTURE_DOWNSAMPLE; let iFormat = ext.internalFormat, iFormatRG = ext.internalFormatRG, formatRG = ext.formatRG, 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 () { let temp = fbo1; fbo1 = fbo2; fbo2 = temp; } }; } initFramebuffers(); // ===== PROGRAMS & BLIT ===== let clearProgram = new GLProgram(baseVertexShader, clearShader); let displayProgram = new GLProgram(baseVertexShader, displayShader); let splatProgram = new GLProgram(baseVertexShader, splatShader); let advectionProgram = new GLProgram(baseVertexShader, advectionShader); 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 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); }; })(); 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]); gl.uniform3f(splatProgram.uniforms.color, color[0] * 0.3, color[1] * 0.3, color[2] * 0.3); blit(density.second[1]); density.swap(); } // ===== COLORES DE LA MARCA ===== const brandColors = [[0.874, 0.741, 0.725], [0.729, 0.071, 0.302], [0.000, 0.247, 0.322]]; let currentColor = brandColors[0], targetColor = brandColors[1], transitionProgress = 0; 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; // ===== EVENTOS ===== canvas.addEventListener("mousemove", function (e) { count++; if (count > 1) { transitionProgress += transitionSpeed; if (transitionProgress >= 1) { transitionProgress = 0; let currentIndex = brandColors.indexOf(currentColor); currentColor = targetColor; targetColor = brandColors[(currentIndex + 1) % brandColors.length]; } colorArr = lerpColor(currentColor, targetColor, transitionProgress); count = 0; } pointers[0].down = true; pointers[0].color = colorArr; pointers[0].moved = true; 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; }); // ===== LOOP PRINCIPAL ===== let lastTime = Date.now(); function update() { if (canvas.width !== canvas.clientWidth || canvas.height !== canvas.clientHeight) { canvas.width = canvas.clientWidth; canvas.height = canvas.clientHeight; initFramebuffers(); } 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.uSource, density.first[2]); gl.uniform1f(advectionProgram.uniforms.dissipation, config.DENSITY_DISSIPATION); blit(density.second[1]); density.swap(); 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; } } 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(); 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); 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]); for (let _i = 0; _i < config.PRESSURE_ITERATIONS; _i++) { gl.activeTexture(gl.TEXTURE0 + pressure.first[2]); gl.bindTexture(gl.TEXTURE_2D, pressure.first[0]); gl.uniform1i(pressureProgram.uniforms.uPressure, pressure.first[2]); 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(); window.addEventListener("resize", function() { canvas.width = window.innerWidth; canvas.height = window.innerHeight; initFramebuffers(); });