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golden-splash

A JS snippet on QuikRun, callable at quik.run/r/golden-splash.

JS· node:20· 5 runs· 0 forks· updated 1h ago
Endpointquik.run/r/golden-splashRunFork
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 SHADING
vec3 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;
#endif
float 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_FILTERING
vec2 coord = vUv - dt * bilerp(uVelocity, vUv, texelSize).xy * texelSize;
vec4 result = bilerp(uSource, coord, dyeTexelSize);
#else
vec2 coord = vUv - dt * texture2D(uVelocity, vUv).xy * texelSize;
vec4 result = texture2D(uSource, coord);
#endif
float 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 original
function generateColor() {
let h = 0.09 + Math.random() * 0.055; // gold -> amber
let 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 stock
return 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 load
updateFrame();
})();
</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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