NP@naman-parashar-s-team / golden-splashPublic
golden-splash
A JS snippet on QuikRun, callable at quik.run/r/golden-splash.
JS· node:20· 5 runs· 0 forks· updated 1h ago
golden-splash.js
// golden-splash — a WebGL fluid-simulation cursor: move and paint swirling// golden ink (ported from React Bits SplashCursor, rainbow dye -> gold). Self-// contained; the bound import only selects ES-module mode for the sandbox.import htm from "htm";void htm;const HTML = `<!doctype html><html lang="en"><head><meta charset="utf-8" /><meta name="viewport" content="width=device-width, initial-scale=1" /><title>Golden Splash</title><style>html,body{margin:0;height:100%;background:#050505;overflow:hidden;cursor:crosshair}#fluid{width:100vw;height:100vh;display:block}.hint{position:fixed;left:50%;bottom:26px;transform:translateX(-50%);z-index:2;pointer-events:none;font-family:ui-monospace,SFMono-Regular,Menlo,monospace;font-size:11px;letter-spacing:.34em;text-transform:uppercase;color:#7a6a3a}.hint b{color:#e8c24b;font-weight:600}</style></head><body><canvas id="fluid"></canvas><div class="hint">move to <b>splash</b></div><script>(function(){"use strict";const canvas = document.getElementById('fluid');function pointerPrototype() {this.id = -1; this.texcoordX = 0; this.texcoordY = 0;this.prevTexcoordX = 0; this.prevTexcoordY = 0;this.deltaX = 0; this.deltaY = 0; this.down = false; this.moved = false; this.color = [0,0,0];}let config = {SIM_RESOLUTION: 128,DYE_RESOLUTION: 1440,CAPTURE_RESOLUTION: 512,DENSITY_DISSIPATION: 2.6,VELOCITY_DISSIPATION: 2,PRESSURE: 0.1,PRESSURE_ITERATIONS: 20,CURL: 3.5,SPLAT_RADIUS: 0.22,SPLAT_FORCE: 6000,SHADING: true,COLOR_UPDATE_SPEED: 10,PAUSED: false,BACK_COLOR: { r: 0, g: 0, b: 0 },TRANSPARENT: true};let pointers = [new pointerPrototype()];const { gl, ext } = getWebGLContext(canvas);if (!ext.supportLinearFiltering) { config.DYE_RESOLUTION = 256; config.SHADING = false; }function getWebGLContext(canvas) {const params = { alpha: true, depth: false, stencil: false, antialias: false, preserveDrawingBuffer: false };let gl = canvas.getContext('webgl2', params);const isWebGL2 = !!gl;if (!isWebGL2) gl = canvas.getContext('webgl', params) || canvas.getContext('experimental-webgl', params);let halfFloat, supportLinearFiltering;if (isWebGL2) {gl.getExtension('EXT_color_buffer_float');supportLinearFiltering = gl.getExtension('OES_texture_float_linear');} else {halfFloat = gl.getExtension('OES_texture_half_float');supportLinearFiltering = gl.getExtension('OES_texture_half_float_linear');}gl.clearColor(0.0, 0.0, 0.0, 1.0);const halfFloatTexType = isWebGL2 ? gl.HALF_FLOAT : halfFloat && halfFloat.HALF_FLOAT_OES;let formatRGBA, formatRG, formatR;if (isWebGL2) {formatRGBA = getSupportedFormat(gl, gl.RGBA16F, gl.RGBA, halfFloatTexType);formatRG = getSupportedFormat(gl, gl.RG16F, gl.RG, halfFloatTexType);formatR = getSupportedFormat(gl, gl.R16F, gl.RED, halfFloatTexType);} else {formatRGBA = getSupportedFormat(gl, gl.RGBA, gl.RGBA, halfFloatTexType);formatRG = getSupportedFormat(gl, gl.RGBA, gl.RGBA, halfFloatTexType);formatR = getSupportedFormat(gl, gl.RGBA, gl.RGBA, halfFloatTexType);}return { gl, ext: { formatRGBA, formatRG, formatR, halfFloatTexType, supportLinearFiltering } };}function getSupportedFormat(gl, internalFormat, format, type) {if (!supportRenderTextureFormat(gl, internalFormat, format, type)) {switch (internalFormat) {case gl.R16F: return getSupportedFormat(gl, gl.RG16F, gl.RG, type);case gl.RG16F: return getSupportedFormat(gl, gl.RGBA16F, gl.RGBA, type);default: return null;}}return { internalFormat, format };}function supportRenderTextureFormat(gl, internalFormat, format, type) {const texture = gl.createTexture();gl.bindTexture(gl.TEXTURE_2D, texture);gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST);gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST);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, 4, 4, 0, format, type, null);const fbo = gl.createFramebuffer();gl.bindFramebuffer(gl.FRAMEBUFFER, fbo);gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, texture, 0);return gl.checkFramebufferStatus(gl.FRAMEBUFFER) === gl.FRAMEBUFFER_COMPLETE;}class Material {constructor(vertexShader, fragmentShaderSource) {this.vertexShader = vertexShader; this.fragmentShaderSource = fragmentShaderSource;this.programs = []; this.activeProgram = null; this.uniforms = [];}setKeywords(keywords) {let hash = 0;for (let i = 0; i < keywords.length; i++) hash += hashCode(keywords[i]);let program = this.programs[hash];if (program == null) {let fragmentShader = compileShader(gl.FRAGMENT_SHADER, this.fragmentShaderSource, keywords);program = createProgram(this.vertexShader, fragmentShader);this.programs[hash] = program;}if (program === this.activeProgram) return;this.uniforms = getUniforms(program); this.activeProgram = program;}bind() { gl.useProgram(this.activeProgram); }}class Program {constructor(vertexShader, fragmentShader) {this.uniforms = {}; this.program = createProgram(vertexShader, fragmentShader);this.uniforms = getUniforms(this.program);}bind() { gl.useProgram(this.program); }}function createProgram(vertexShader, fragmentShader) {let program = gl.createProgram();gl.attachShader(program, vertexShader); gl.attachShader(program, fragmentShader);gl.linkProgram(program);if (!gl.getProgramParameter(program, gl.LINK_STATUS)) console.trace(gl.getProgramInfoLog(program));return program;}function getUniforms(program) {let uniforms = [];let uniformCount = gl.getProgramParameter(program, gl.ACTIVE_UNIFORMS);for (let i = 0; i < uniformCount; i++) {let uniformName = gl.getActiveUniform(program, i).name;uniforms[uniformName] = gl.getUniformLocation(program, uniformName);}return uniforms;}function compileShader(type, source, keywords) {source = addKeywords(source, keywords);const shader = gl.createShader(type);gl.shaderSource(shader, source); gl.compileShader(shader);if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) console.trace(gl.getShaderInfoLog(shader));return shader;}function addKeywords(source, keywords) {if (!keywords) return source;let keywordsString = '';keywords.forEach(k => { keywordsString += '#define ' + k + '\\n'; });return keywordsString + source;}const baseVertexShader = compileShader(gl.VERTEX_SHADER, \`precision highp float;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);}\`);const copyShader = compileShader(gl.FRAGMENT_SHADER, \`precision mediump float; precision mediump sampler2D;varying highp vec2 vUv; uniform sampler2D uTexture;void main () { gl_FragColor = texture2D(uTexture, vUv); }\`);const clearShader = compileShader(gl.FRAGMENT_SHADER, \`precision mediump float; precision mediump sampler2D;varying highp vec2 vUv; uniform sampler2D uTexture; uniform float value;void main () { gl_FragColor = value * texture2D(uTexture, vUv); }\`);const displayShaderSource = \`precision highp float; precision highp sampler2D;varying vec2 vUv; varying vec2 vL; varying vec2 vR; varying vec2 vT; varying vec2 vB;uniform sampler2D uTexture; uniform vec2 texelSize;void main () {vec3 c = texture2D(uTexture, vUv).rgb;#ifdef SHADINGvec3 lc = texture2D(uTexture, vL).rgb; vec3 rc = texture2D(uTexture, vR).rgb;vec3 tc = texture2D(uTexture, vT).rgb; vec3 bc = texture2D(uTexture, vB).rgb;float dx = length(rc) - length(lc); float dy = length(tc) - length(bc);vec3 n = normalize(vec3(dx, dy, length(texelSize))); vec3 l = vec3(0.0, 0.0, 1.0);float diffuse = clamp(dot(n, l) + 0.7, 0.7, 1.0); c *= diffuse;#endiffloat a = max(c.r, max(c.g, c.b));gl_FragColor = vec4(c, a);}\`;const splatShader = compileShader(gl.FRAGMENT_SHADER, \`precision highp float; precision highp 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);}\`);const advectionShader = compileShader(gl.FRAGMENT_SHADER, \`precision highp float; precision highp sampler2D;varying vec2 vUv; uniform sampler2D uVelocity; uniform sampler2D uSource;uniform vec2 texelSize; uniform vec2 dyeTexelSize; uniform float dt; uniform float dissipation;vec4 bilerp (sampler2D sam, vec2 uv, vec2 tsize) {vec2 st = uv / tsize - 0.5; vec2 iuv = floor(st); vec2 fuv = fract(st);vec4 a = texture2D(sam, (iuv + vec2(0.5, 0.5)) * tsize);vec4 b = texture2D(sam, (iuv + vec2(1.5, 0.5)) * tsize);vec4 c = texture2D(sam, (iuv + vec2(0.5, 1.5)) * tsize);vec4 d = texture2D(sam, (iuv + vec2(1.5, 1.5)) * tsize);return mix(mix(a, b, fuv.x), mix(c, d, fuv.x), fuv.y);}void main () {#ifdef MANUAL_FILTERINGvec2 coord = vUv - dt * bilerp(uVelocity, vUv, texelSize).xy * texelSize;vec4 result = bilerp(uSource, coord, dyeTexelSize);#elsevec2 coord = vUv - dt * texture2D(uVelocity, vUv).xy * texelSize;vec4 result = texture2D(uSource, coord);#endiffloat decay = 1.0 + dissipation * dt;gl_FragColor = result / decay;}\`, ext.supportLinearFiltering ? null : ['MANUAL_FILTERING']);const divergenceShader = compileShader(gl.FRAGMENT_SHADER, \`precision mediump float; precision mediump sampler2D;varying highp vec2 vUv; varying highp vec2 vL; varying highp vec2 vR; varying highp vec2 vT; varying highp 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;vec2 C = texture2D(uVelocity, vUv).xy;if (vL.x < 0.0) { L = -C.x; } if (vR.x > 1.0) { R = -C.x; }if (vT.y > 1.0) { T = -C.y; } if (vB.y < 0.0) { B = -C.y; }float div = 0.5 * (R - L + T - B);gl_FragColor = vec4(div, 0.0, 0.0, 1.0);}\`);const curlShader = compileShader(gl.FRAGMENT_SHADER, \`precision mediump float; precision mediump sampler2D;varying highp vec2 vUv; varying highp vec2 vL; varying highp vec2 vR; varying highp vec2 vT; varying highp 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(0.5 * vorticity, 0.0, 0.0, 1.0);}\`);const vorticityShader = compileShader(gl.FRAGMENT_SHADER, \`precision highp float; precision highp 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).x; float B = texture2D(uCurl, vB).x; float C = texture2D(uCurl, vUv).x;vec2 force = 0.5 * vec2(abs(T) - abs(B), abs(R) - abs(L));force /= length(force) + 0.0001; force *= curl * C; force.y *= -1.0;vec2 velocity = texture2D(uVelocity, vUv).xy;velocity += force * dt; velocity = min(max(velocity, -1000.0), 1000.0);gl_FragColor = vec4(velocity, 0.0, 1.0);}\`);const pressureShader = compileShader(gl.FRAGMENT_SHADER, \`precision mediump float; precision mediump sampler2D;varying highp vec2 vUv; varying highp vec2 vL; varying highp vec2 vR; varying highp vec2 vT; varying highp 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 divergence = texture2D(uDivergence, vUv).x;float pressure = (L + R + B + T - divergence) * 0.25;gl_FragColor = vec4(pressure, 0.0, 0.0, 1.0);}\`);const gradientSubtractShader = compileShader(gl.FRAGMENT_SHADER, \`precision mediump float; precision mediump sampler2D;varying highp vec2 vUv; varying highp vec2 vL; varying highp vec2 vR; varying highp vec2 vT; varying highp 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);}\`);const blit = (() => {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 (target, clear = false) => {if (target == null) { gl.viewport(0, 0, gl.drawingBufferWidth, gl.drawingBufferHeight); gl.bindFramebuffer(gl.FRAMEBUFFER, null); }else { gl.viewport(0, 0, target.width, target.height); gl.bindFramebuffer(gl.FRAMEBUFFER, target.fbo); }if (clear) { gl.clearColor(0.0, 0.0, 0.0, 1.0); gl.clear(gl.COLOR_BUFFER_BIT); }gl.drawElements(gl.TRIANGLES, 6, gl.UNSIGNED_SHORT, 0);};})();let dye, velocity, divergence, curl, pressure;const copyProgram = new Program(baseVertexShader, copyShader);const clearProgram = new Program(baseVertexShader, clearShader);const splatProgram = new Program(baseVertexShader, splatShader);const advectionProgram = new Program(baseVertexShader, advectionShader);const divergenceProgram = new Program(baseVertexShader, divergenceShader);const curlProgram = new Program(baseVertexShader, curlShader);const vorticityProgram = new Program(baseVertexShader, vorticityShader);const pressureProgram = new Program(baseVertexShader, pressureShader);const gradienSubtractProgram = new Program(baseVertexShader, gradientSubtractShader);const displayMaterial = new Material(baseVertexShader, displayShaderSource);function initFramebuffers() {let simRes = getResolution(config.SIM_RESOLUTION);let dyeRes = getResolution(config.DYE_RESOLUTION);const texType = ext.halfFloatTexType;const rgba = ext.formatRGBA, rg = ext.formatRG, r = ext.formatR;const filtering = ext.supportLinearFiltering ? gl.LINEAR : gl.NEAREST;gl.disable(gl.BLEND);if (!dye) dye = createDoubleFBO(dyeRes.width, dyeRes.height, rgba.internalFormat, rgba.format, texType, filtering);else dye = resizeDoubleFBO(dye, dyeRes.width, dyeRes.height, rgba.internalFormat, rgba.format, texType, filtering);if (!velocity) velocity = createDoubleFBO(simRes.width, simRes.height, rg.internalFormat, rg.format, texType, filtering);else velocity = resizeDoubleFBO(velocity, simRes.width, simRes.height, rg.internalFormat, rg.format, texType, filtering);divergence = createFBO(simRes.width, simRes.height, r.internalFormat, r.format, texType, gl.NEAREST);curl = createFBO(simRes.width, simRes.height, r.internalFormat, r.format, texType, gl.NEAREST);pressure = createDoubleFBO(simRes.width, simRes.height, r.internalFormat, r.format, texType, gl.NEAREST);}function createFBO(w, h, internalFormat, format, type, param) {gl.activeTexture(gl.TEXTURE0);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);let texelSizeX = 1.0 / w, texelSizeY = 1.0 / h;return { texture, fbo, width: w, height: h, texelSizeX, texelSizeY,attach(id) { gl.activeTexture(gl.TEXTURE0 + id); gl.bindTexture(gl.TEXTURE_2D, texture); return id; } };}function createDoubleFBO(w, h, internalFormat, format, type, param) {let fbo1 = createFBO(w, h, internalFormat, format, type, param);let fbo2 = createFBO(w, h, internalFormat, format, type, param);return { width: w, height: h, texelSizeX: fbo1.texelSizeX, texelSizeY: fbo1.texelSizeY,get read() { return fbo1; }, set read(v) { fbo1 = v; },get write() { return fbo2; }, set write(v) { fbo2 = v; },swap() { let t = fbo1; fbo1 = fbo2; fbo2 = t; } };}function resizeFBO(target, w, h, internalFormat, format, type, param) {let newFBO = createFBO(w, h, internalFormat, format, type, param);copyProgram.bind(); gl.uniform1i(copyProgram.uniforms.uTexture, target.attach(0)); blit(newFBO); return newFBO;}function resizeDoubleFBO(target, w, h, internalFormat, format, type, param) {if (target.width === w && target.height === h) return target;target.read = resizeFBO(target.read, w, h, internalFormat, format, type, param);target.write = createFBO(w, h, internalFormat, format, type, param);target.width = w; target.height = h; target.texelSizeX = 1.0 / w; target.texelSizeY = 1.0 / h;return target;}function updateKeywords() {let displayKeywords = [];if (config.SHADING) displayKeywords.push('SHADING');displayMaterial.setKeywords(displayKeywords);}updateKeywords(); initFramebuffers();let lastUpdateTime = Date.now(); let colorUpdateTimer = 0.0; let rafId;function updateFrame() {const dt = calcDeltaTime();if (resizeCanvas()) initFramebuffers();updateColors(dt); applyInputs(); step(dt); render(null);rafId = requestAnimationFrame(updateFrame);}function calcDeltaTime() {let now = Date.now(); let dt = (now - lastUpdateTime) / 1000; dt = Math.min(dt, 0.016666); lastUpdateTime = now; return dt;}function resizeCanvas() {let width = scaleByPixelRatio(canvas.clientWidth); let height = scaleByPixelRatio(canvas.clientHeight);if (canvas.width !== width || canvas.height !== height) { canvas.width = width; canvas.height = height; return true; }return false;}function updateColors(dt) {colorUpdateTimer += dt * config.COLOR_UPDATE_SPEED;if (colorUpdateTimer >= 1) { colorUpdateTimer = wrap(colorUpdateTimer, 0, 1); pointers.forEach(p => { p.color = generateColor(); }); }}function applyInputs() { pointers.forEach(p => { if (p.moved) { p.moved = false; splatPointer(p); } }); }function step(dt) {gl.disable(gl.BLEND);curlProgram.bind();gl.uniform2f(curlProgram.uniforms.texelSize, velocity.texelSizeX, velocity.texelSizeY);gl.uniform1i(curlProgram.uniforms.uVelocity, velocity.read.attach(0)); blit(curl);vorticityProgram.bind();gl.uniform2f(vorticityProgram.uniforms.texelSize, velocity.texelSizeX, velocity.texelSizeY);gl.uniform1i(vorticityProgram.uniforms.uVelocity, velocity.read.attach(0));gl.uniform1i(vorticityProgram.uniforms.uCurl, curl.attach(1));gl.uniform1f(vorticityProgram.uniforms.curl, config.CURL);gl.uniform1f(vorticityProgram.uniforms.dt, dt); blit(velocity.write); velocity.swap();divergenceProgram.bind();gl.uniform2f(divergenceProgram.uniforms.texelSize, velocity.texelSizeX, velocity.texelSizeY);gl.uniform1i(divergenceProgram.uniforms.uVelocity, velocity.read.attach(0)); blit(divergence);clearProgram.bind();gl.uniform1i(clearProgram.uniforms.uTexture, pressure.read.attach(0));gl.uniform1f(clearProgram.uniforms.value, config.PRESSURE); blit(pressure.write); pressure.swap();pressureProgram.bind();gl.uniform2f(pressureProgram.uniforms.texelSize, velocity.texelSizeX, velocity.texelSizeY);gl.uniform1i(pressureProgram.uniforms.uDivergence, divergence.attach(0));for (let i = 0; i < config.PRESSURE_ITERATIONS; i++) {gl.uniform1i(pressureProgram.uniforms.uPressure, pressure.read.attach(1)); blit(pressure.write); pressure.swap();}gradienSubtractProgram.bind();gl.uniform2f(gradienSubtractProgram.uniforms.texelSize, velocity.texelSizeX, velocity.texelSizeY);gl.uniform1i(gradienSubtractProgram.uniforms.uPressure, pressure.read.attach(0));gl.uniform1i(gradienSubtractProgram.uniforms.uVelocity, velocity.read.attach(1)); blit(velocity.write); velocity.swap();advectionProgram.bind();gl.uniform2f(advectionProgram.uniforms.texelSize, velocity.texelSizeX, velocity.texelSizeY);if (!ext.supportLinearFiltering) gl.uniform2f(advectionProgram.uniforms.dyeTexelSize, velocity.texelSizeX, velocity.texelSizeY);let velocityId = velocity.read.attach(0);gl.uniform1i(advectionProgram.uniforms.uVelocity, velocityId);gl.uniform1i(advectionProgram.uniforms.uSource, velocityId);gl.uniform1f(advectionProgram.uniforms.dt, dt);gl.uniform1f(advectionProgram.uniforms.dissipation, config.VELOCITY_DISSIPATION); blit(velocity.write); velocity.swap();if (!ext.supportLinearFiltering) gl.uniform2f(advectionProgram.uniforms.dyeTexelSize, dye.texelSizeX, dye.texelSizeY);gl.uniform1i(advectionProgram.uniforms.uVelocity, velocity.read.attach(0));gl.uniform1i(advectionProgram.uniforms.uSource, dye.read.attach(1));gl.uniform1f(advectionProgram.uniforms.dissipation, config.DENSITY_DISSIPATION); blit(dye.write); dye.swap();}function render(target) { gl.blendFunc(gl.ONE, gl.ONE_MINUS_SRC_ALPHA); gl.enable(gl.BLEND); drawDisplay(target); }function drawDisplay(target) {let width = target == null ? gl.drawingBufferWidth : target.width;let height = target == null ? gl.drawingBufferHeight : target.height;displayMaterial.bind();if (config.SHADING) gl.uniform2f(displayMaterial.uniforms.texelSize, 1.0 / width, 1.0 / height);gl.uniform1i(displayMaterial.uniforms.uTexture, dye.read.attach(0)); blit(target);}function splatPointer(pointer) {let dx = pointer.deltaX * config.SPLAT_FORCE; let dy = pointer.deltaY * config.SPLAT_FORCE;splat(pointer.texcoordX, pointer.texcoordY, dx, dy, pointer.color);}function clickSplat(pointer) {const color = generateColor(); color.r *= 10.0; color.g *= 10.0; color.b *= 10.0;let dx = 10 * (Math.random() - 0.5); let dy = 30 * (Math.random() - 0.5);splat(pointer.texcoordX, pointer.texcoordY, dx, dy, color);}function splat(x, y, dx, dy, color) {splatProgram.bind();gl.uniform1i(splatProgram.uniforms.uTarget, velocity.read.attach(0));gl.uniform1f(splatProgram.uniforms.aspectRatio, canvas.width / canvas.height);gl.uniform2f(splatProgram.uniforms.point, x, y);gl.uniform3f(splatProgram.uniforms.color, dx, dy, 0.0);gl.uniform1f(splatProgram.uniforms.radius, correctRadius(config.SPLAT_RADIUS / 100.0)); blit(velocity.write); velocity.swap();gl.uniform1i(splatProgram.uniforms.uTarget, dye.read.attach(0));gl.uniform3f(splatProgram.uniforms.color, color.r, color.g, color.b); blit(dye.write); dye.swap();}function correctRadius(radius) { let a = canvas.width / canvas.height; if (a > 1) radius *= a; return radius; }function multipleSplats(amount) {for (let i = 0; i < amount; i++) {const color = generateColor(); color.r *= 10; color.g *= 10; color.b *= 10;const x = Math.random(); const y = Math.random();const dx = 1000 * (Math.random() - 0.5); const dy = 1000 * (Math.random() - 0.5);splat(x, y, dx, dy, color);}}function updatePointerDownData(pointer, id, posX, posY) {pointer.id = id; pointer.down = true; pointer.moved = false;pointer.texcoordX = posX / canvas.width; pointer.texcoordY = 1.0 - posY / canvas.height;pointer.prevTexcoordX = pointer.texcoordX; pointer.prevTexcoordY = pointer.texcoordY;pointer.deltaX = 0; pointer.deltaY = 0; pointer.color = generateColor();}function updatePointerMoveData(pointer, posX, posY, color) {pointer.prevTexcoordX = pointer.texcoordX; pointer.prevTexcoordY = pointer.texcoordY;pointer.texcoordX = posX / canvas.width; pointer.texcoordY = 1.0 - posY / canvas.height;pointer.deltaX = correctDeltaX(pointer.texcoordX - pointer.prevTexcoordX);pointer.deltaY = correctDeltaY(pointer.texcoordY - pointer.prevTexcoordY);pointer.moved = Math.abs(pointer.deltaX) > 0 || Math.abs(pointer.deltaY) > 0; pointer.color = color;}function updatePointerUpData(pointer) { pointer.down = false; }function correctDeltaX(delta) { let a = canvas.width / canvas.height; if (a < 1) delta *= a; return delta; }function correctDeltaY(delta) { let a = canvas.width / canvas.height; if (a > 1) delta /= a; return delta; }// GOLDEN dye: amber/gold hues instead of the rainbow originalfunction generateColor() {let h = 0.09 + Math.random() * 0.055; // gold -> amberlet c = HSVtoRGB(h, 0.92, 1.0);c.r *= 0.22; c.g *= 0.16; c.b *= 0.05; // warm-weighted, a touch brighter than stockreturn c;}function HSVtoRGB(h, s, v) {let r, g, b, i, f, p, q, t;i = Math.floor(h * 6); f = h * 6 - i; p = v * (1 - s); q = v * (1 - f * s); t = v * (1 - (1 - f) * s);switch (i % 6) {case 0: r = v; g = t; b = p; break; case 1: r = q; g = v; b = p; break;case 2: r = p; g = v; b = t; break; case 3: r = p; g = q; b = v; break;case 4: r = t; g = p; b = v; break; case 5: r = v; g = p; b = q; break;}return { r, g, b };}function wrap(value, min, max) { const range = max - min; if (range === 0) return min; return ((value - min) % range) + min; }function getResolution(resolution) {let a = gl.drawingBufferWidth / gl.drawingBufferHeight; if (a < 1) a = 1.0 / a;const min = Math.round(resolution); const max = Math.round(resolution * a);if (gl.drawingBufferWidth > gl.drawingBufferHeight) return { width: max, height: min }; else return { width: min, height: max };}function scaleByPixelRatio(input) { const pr = window.devicePixelRatio || 1; return Math.floor(input * pr); }function hashCode(s) { if (s.length === 0) return 0; let hash = 0; for (let i = 0; i < s.length; i++) { hash = (hash << 5) - hash + s.charCodeAt(i); hash |= 0; } return hash; }function handleMouseDown(e) {let pointer = pointers[0]; let posX = scaleByPixelRatio(e.clientX); let posY = scaleByPixelRatio(e.clientY);updatePointerDownData(pointer, -1, posX, posY); clickSplat(pointer);}let firstMouseMoveHandled = false;function handleMouseMove(e) {let pointer = pointers[0]; let posX = scaleByPixelRatio(e.clientX); let posY = scaleByPixelRatio(e.clientY);if (!firstMouseMoveHandled) { let color = generateColor(); updatePointerMoveData(pointer, posX, posY, color); firstMouseMoveHandled = true; }else { updatePointerMoveData(pointer, posX, posY, pointer.color); }}function handleTouchStart(e) {const touches = e.targetTouches; let pointer = pointers[0];for (let i = 0; i < touches.length; i++) { let posX = scaleByPixelRatio(touches[i].clientX); let posY = scaleByPixelRatio(touches[i].clientY); updatePointerDownData(pointer, touches[i].identifier, posX, posY); }}function handleTouchMove(e) {const touches = e.targetTouches; let pointer = pointers[0];for (let i = 0; i < touches.length; i++) { let posX = scaleByPixelRatio(touches[i].clientX); let posY = scaleByPixelRatio(touches[i].clientY); updatePointerMoveData(pointer, posX, posY, pointer.color); }}function handleTouchEnd(e) { const touches = e.changedTouches; let pointer = pointers[0]; for (let i = 0; i < touches.length; i++) { updatePointerUpData(pointer); } }window.addEventListener('mousedown', handleMouseDown);window.addEventListener('mousemove', handleMouseMove);window.addEventListener('touchstart', handleTouchStart);window.addEventListener('touchmove', handleTouchMove, false);window.addEventListener('touchend', handleTouchEnd);multipleSplats(parseInt(String(Math.random() * 6)) + 8); // golden burst on loadupdateFrame();})();</script></body></html>`;export default async function handler() {return new Response(HTML, { status: 200, headers: { "content-type": "text/html; charset=utf-8" } });}
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