Fluid Cursor Moving Effect Html Css Javascript

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                                         Fluid Cursor Moving Effect 



Introduction:

🚀 Ready to elevate your coding skills? Dive into the captivating world of web development with our latest tutorial on creating a mesmerizing Fluid Cursor Moving Effect using HTML, CSS, and JavaScript. Whether you're a seasoned coder or just starting your coding journey, this tutorial is designed to inspire, educate, and ignite your creativity. 🎯 What You'll Learn: 🔹 Step-by-step guide to implementing a stunning Fluid Cursor Moving Effect 🔹 Harnessing the power of HTML to structure your project 🔹 Adding life to your design with intricate CSS animations 🔹 Unleashing JavaScript's potential for seamless cursor interactions 🔹 Pro tips for optimizing performance and ensuring compatibility 🔹 Real-world applications and inspiration for integrating this effect 🔥 Why You Can't Miss This: With the ever-evolving landscape of web design, staying ahead of the curve is essential. Our tutorial not only breaks down complex concepts into easy-to-follow segments but also empowers you to create an effect that's not only visually striking but also functional. Elevate your portfolio, impress your clients, and broaden your skill set by mastering this sought-after effect. 🌟 Who's This For: ✨ Coders and designers looking to add a touch of magic to their projects ✨ Those seeking to expand their proficiency in HTML, CSS, and JavaScript ✨ Beginners eager to learn from clear explanations and hands-on examples ✨ Professionals aiming to upskill and stay relevant in a competitive industry 🚀 Remember to like, comment, and subscribe to our channel for more engaging coding tutorials, design inspiration, and tech insights. Hit the bell icon so you never miss an update! Share this tutorial with fellow coders to spread the knowledge. #css #programming #tutorial


Html Code:

<!DOCTYPE html>
<html lang="en">

<head>
  <meta charset="UTF-8">
  <meta name="viewport" content="width=device-width,
  initial-scale=1.0">
  <title>Fluid Cursor</title>
  <link rel="stylesheet" href="style.css">
</head>

<body>
  <canvas></canvas>
</body>
<script src="script.js"></script>

</html>

Css Code:

html,
body {
  overflow: hidden;
}

body {
  margin: 0;
  position: absolute;
  width: 100%;
  height: 100%;
}

.a-title {
  position: absolute;
  color: transparent;
  -webkit-background-clip: text;
  -webkit-text-fill-color: transparent;
  background-image: conic-gradient(#ed0101, blue);
  pointer-events: none;
  mix-blend-mode: difference;
  filter: drop-shadow(2px 4px 6px black);
}
.a-second-title {
  position: absolute;
  margin-top: 25vh;
  pointer-events: none;
  -webkit-text-stroke: 1.3px white;
  letter-spacing: 1.125px;
  font-size: -webkit-xxx-large;
  font-weight: 900;
  mix-blend-mode: color-dodge;
}

canvas {
  width: 100%;
  height: 100%;
}

Javascript Code:

'use strict';

const canvas = document.getElementsByTagName('canvas')[0];
canvas.width = canvas.clientWidth;
canvas.height = canvas.clientHeight;

let config = {
  TEXTURE_DOWNSAMPLE: 1,
  DENSITY_DISSIPATION: 0.98,
  VELOCITY_DISSIPATION: 0.99,
  PRESSURE_DISSIPATION: 0.8,
  PRESSURE_ITERATIONS: 25,
  CURL: 28,
  SPLAT_RADIUS: 0.004 };


let pointers = [];
let splatStack = [];

const { gl, ext } = getWebGLContext(canvas);

function getWebGLContext(canvas) {
  const params = { alpha: false, depth: false, stencil: false, antialias: false };

  let gl = canvas.getContext('webgl2', params);
  const isWebGL2 = !!gl;
  if (!isWebGL2)
  gl = canvas.getContext('webgl', params) || canvas.getContext('experimental-webgl', params);

  let halfFloat;
  let 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.HALF_FLOAT_OES;
  let formatRGBA;
  let formatRG;
  let 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) {
  let 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);

  let fbo = gl.createFramebuffer();
  gl.bindFramebuffer(gl.FRAMEBUFFER, fbo);
  gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, texture, 0);

  const status = gl.checkFramebufferStatus(gl.FRAMEBUFFER);
  if (status != gl.FRAMEBUFFER_COMPLETE)
  return false;
  return true;
}

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 = [30, 0, 300];
}

pointers.push(new pointerPrototype());

class GLProgram {
  constructor(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);

    const uniformCount = gl.getProgramParameter(this.program, gl.ACTIVE_UNIFORMS);
    for (let i = 0; i < uniformCount; i++) {
      const uniformName = gl.getActiveUniform(this.program, i).name;
      this.uniforms[uniformName] = gl.getUniformLocation(this.program, uniformName);
    }
  }

  bind() {
    gl.useProgram(this.program);
  }}


function compileShader(type, source) {
  const shader = gl.createShader(type);
  gl.shaderSource(shader, source);
  gl.compileShader(shader);

  if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS))
  throw gl.getShaderInfoLog(shader);

  return shader;
};

const 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);
    }
`);

const 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);
    }
`);

const displayShader = compileShader(gl.FRAGMENT_SHADER, `
    precision highp float;
    precision mediump sampler2D;

    varying vec2 vUv;
    uniform sampler2D uTexture;

    void main () {
        gl_FragColor = texture2D(uTexture, vUv);
    }
`);

const 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);
    }
`);

const advectionManualFilteringShader = compileShader(gl.FRAGMENT_SHADER, `
    precision highp float;
    precision mediump sampler2D;

    varying vec2 vUv;
    uniform sampler2D uVelocity;
    uniform sampler2D uSource;
    uniform vec2 texelSize;
    uniform float dt;
    uniform float dissipation;

    vec4 bilerp (in sampler2D sam, in vec2 p) {
        vec4 st;
        st.xy = floor(p - 0.5) + 0.5;
        st.zw = st.xy + 1.0;
        vec4 uv = st * texelSize.xyxy;
        vec4 a = texture2D(sam, uv.xy);
        vec4 b = texture2D(sam, uv.zy);
        vec4 c = texture2D(sam, uv.xw);
        vec4 d = texture2D(sam, uv.zw);
        vec2 f = p - st.xy;
        return mix(mix(a, b, f.x), mix(c, d, f.x), f.y);
    }

    void main () {
        vec2 coord = gl_FragCoord.xy - dt * texture2D(uVelocity, vUv).xy;
        gl_FragColor = dissipation * bilerp(uSource, coord);
        gl_FragColor.a = 1.0;
    }
`);

const 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);
        gl_FragColor.a = 1.0;
    }
`);

const divergenceShader = compileShader(gl.FRAGMENT_SHADER, `
    precision highp float;
    precision mediump sampler2D;

    varying vec2 vUv;
    varying vec2 vL;
    varying vec2 vR;
    varying vec2 vT;
    varying vec2 vB;
    uniform sampler2D uVelocity;

    vec2 sampleVelocity (in vec2 uv) {
        vec2 multiplier = vec2(1.0, 1.0);
        if (uv.x < 0.0) { uv.x = 0.0; multiplier.x = -1.0; }
        if (uv.x > 1.0) { uv.x = 1.0; multiplier.x = -1.0; }
        if (uv.y < 0.0) { uv.y = 0.0; multiplier.y = -1.0; }
        if (uv.y > 1.0) { uv.y = 1.0; multiplier.y = -1.0; }
        return multiplier * texture2D(uVelocity, uv).xy;
    }

    void main () {
        float L = sampleVelocity(vL).x;
        float R = sampleVelocity(vR).x;
        float T = sampleVelocity(vT).y;
        float B = sampleVelocity(vB).y;
        float div = 0.5 * (R - L + T - B);
        gl_FragColor = vec4(div, 0.0, 0.0, 1.0);
    }
`);

const 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);
    }
`);

const vorticityShader = compileShader(gl.FRAGMENT_SHADER, `
    precision highp float;
    precision mediump sampler2D;

    varying vec2 vUv;
    varying vec2 vT;
    varying vec2 vB;
    uniform sampler2D uVelocity;
    uniform sampler2D uCurl;
    uniform float curl;
    uniform float dt;

    void main () {
        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), 0.0);
        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);
    }
`);

const pressureShader = compileShader(gl.FRAGMENT_SHADER, `
    precision highp float;
    precision mediump sampler2D;

    varying vec2 vUv;
    varying vec2 vL;
    varying vec2 vR;
    varying vec2 vT;
    varying vec2 vB;
    uniform sampler2D uPressure;
    uniform sampler2D uDivergence;

    vec2 boundary (in vec2 uv) {
        uv = min(max(uv, 0.0), 1.0);
        return uv;
    }

    void main () {
        float L = texture2D(uPressure, boundary(vL)).x;
        float R = texture2D(uPressure, boundary(vR)).x;
        float T = texture2D(uPressure, boundary(vT)).x;
        float B = texture2D(uPressure, boundary(vB)).x;
        float C = texture2D(uPressure, vUv).x;
        float divergence = texture2D(uDivergence, vUv).x;
        float pressure = (L + R + B + T - divergence) * 0.25;
        gl_FragColor = vec4(pressure, 0.0, 0.0, 1.0);
    }
`);

const gradientSubtractShader = compileShader(gl.FRAGMENT_SHADER, `
    precision highp float;
    precision mediump sampler2D;

    varying vec2 vUv;
    varying vec2 vL;
    varying vec2 vR;
    varying vec2 vT;
    varying vec2 vB;
    uniform sampler2D uPressure;
    uniform sampler2D uVelocity;

    vec2 boundary (in vec2 uv) {
        uv = min(max(uv, 0.0), 1.0);
        return uv;
    }

    void main () {
        float L = texture2D(uPressure, boundary(vL)).x;
        float R = texture2D(uPressure, boundary(vR)).x;
        float T = texture2D(uPressure, boundary(vT)).x;
        float B = texture2D(uPressure, boundary(vB)).x;
        vec2 velocity = texture2D(uVelocity, vUv).xy;
        velocity.xy -= vec2(R - L, T - B);
        gl_FragColor = vec4(velocity, 0.0, 1.0);
    }
`);

let textureWidth;
let textureHeight;
let density;
let velocity;
let divergence;
let curl;
let pressure;
initFramebuffers();

const clearProgram = new GLProgram(baseVertexShader, clearShader);
const displayProgram = new GLProgram(baseVertexShader, displayShader);
const splatProgram = new GLProgram(baseVertexShader, splatShader);
const advectionProgram = new GLProgram(baseVertexShader,
ext.supportLinearFiltering ? advectionShader : advectionManualFilteringShader);
const divergenceProgram = new GLProgram(baseVertexShader, divergenceShader);
const curlProgram = new GLProgram(baseVertexShader, curlShader);
const vorticityProgram = new GLProgram(baseVertexShader, vorticityShader);
const pressureProgram = new GLProgram(baseVertexShader, pressureShader);
const gradienSubtractProgram = new GLProgram(baseVertexShader, gradientSubtractShader);

function initFramebuffers() {
  textureWidth = gl.drawingBufferWidth >> config.TEXTURE_DOWNSAMPLE;
  textureHeight = gl.drawingBufferHeight >> config.TEXTURE_DOWNSAMPLE;

  const texType = ext.halfFloatTexType;
  const rgba = ext.formatRGBA;
  const rg = ext.formatRG;
  const r = ext.formatR;

  density = createDoubleFBO(2, textureWidth, textureHeight, rgba.internalFormat,
rgba.format, texType, ext.supportLinearFiltering ? gl.LINEAR : gl.NEAREST);
  velocity = createDoubleFBO(0, textureWidth, textureHeight, rg.internalFormat, rg.format,
texType, ext.supportLinearFiltering ? gl.LINEAR : gl.NEAREST);
  divergence = createFBO(4, textureWidth, textureHeight, r.internalFormat, r.format, texType, gl.NEAREST);
  curl = createFBO(5, textureWidth, textureHeight, r.internalFormat, r.format, texType, gl.NEAREST);
  pressure = createDoubleFBO(6, textureWidth, textureHeight, r.internalFormat,
r.format, 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 read() {
      return fbo1;
    },
    get write() {
      return fbo2;
    },
    swap() {
      let temp = fbo1;
      fbo1 = fbo2;
      fbo2 = temp;
    } };

}

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 destination => {
    gl.bindFramebuffer(gl.FRAMEBUFFER, destination);
    gl.drawElements(gl.TRIANGLES, 6, gl.UNSIGNED_SHORT, 0);
  };
})();

let lastTime = Date.now();
multipleSplats(parseInt(Math.random() * 20) + 5);
update();

function update() {
  resizeCanvas();

  const dt = Math.min((Date.now() - lastTime) / 1000, 0.016);
  lastTime = Date.now();

  gl.viewport(0, 0, textureWidth, textureHeight);

  if (splatStack.length > 0)
  multipleSplats(splatStack.pop());

  advectionProgram.bind();
  gl.uniform2f(advectionProgram.uniforms.texelSize, 1.0 / textureWidth, 1.0 / textureHeight);
  gl.uniform1i(advectionProgram.uniforms.uVelocity, velocity.read[2]);
  gl.uniform1i(advectionProgram.uniforms.uSource, velocity.read[2]);
  gl.uniform1f(advectionProgram.uniforms.dt, dt);
  gl.uniform1f(advectionProgram.uniforms.dissipation, config.VELOCITY_DISSIPATION);
  blit(velocity.write[1]);
  velocity.swap();

  gl.uniform1i(advectionProgram.uniforms.uVelocity, velocity.read[2]);
  gl.uniform1i(advectionProgram.uniforms.uSource, density.read[2]);
  gl.uniform1f(advectionProgram.uniforms.dissipation, config.DENSITY_DISSIPATION);
  blit(density.write[1]);
  density.swap();

  for (let i = 0; i < pointers.length; i++) {
    const pointer = pointers[i];
    if (pointer.moved) {
      splat(pointer.x, pointer.y, pointer.dx, pointer.dy, pointer.color);
      pointer.moved = false;
    }
  }

  curlProgram.bind();
  gl.uniform2f(curlProgram.uniforms.texelSize, 1.0 / textureWidth, 1.0 / textureHeight);
  gl.uniform1i(curlProgram.uniforms.uVelocity, velocity.read[2]);
  blit(curl[1]);

  vorticityProgram.bind();
  gl.uniform2f(vorticityProgram.uniforms.texelSize, 1.0 / textureWidth, 1.0 / textureHeight);
  gl.uniform1i(vorticityProgram.uniforms.uVelocity, velocity.read[2]);
  gl.uniform1i(vorticityProgram.uniforms.uCurl, curl[2]);
  gl.uniform1f(vorticityProgram.uniforms.curl, config.CURL);
  gl.uniform1f(vorticityProgram.uniforms.dt, dt);
  blit(velocity.write[1]);
  velocity.swap();

  divergenceProgram.bind();
  gl.uniform2f(divergenceProgram.uniforms.texelSize, 1.0 / textureWidth, 1.0 / textureHeight);
  gl.uniform1i(divergenceProgram.uniforms.uVelocity, velocity.read[2]);
  blit(divergence[1]);

  clearProgram.bind();
  let pressureTexId = pressure.read[2];
  gl.activeTexture(gl.TEXTURE0 + pressureTexId);
  gl.bindTexture(gl.TEXTURE_2D, pressure.read[0]);
  gl.uniform1i(clearProgram.uniforms.uTexture, pressureTexId);
  gl.uniform1f(clearProgram.uniforms.value, config.PRESSURE_DISSIPATION);
  blit(pressure.write[1]);
  pressure.swap();

  pressureProgram.bind();
  gl.uniform2f(pressureProgram.uniforms.texelSize, 1.0 / textureWidth, 1.0 / textureHeight);
  gl.uniform1i(pressureProgram.uniforms.uDivergence, divergence[2]);
  pressureTexId = pressure.read[2];
  gl.uniform1i(pressureProgram.uniforms.uPressure, pressureTexId);
  gl.activeTexture(gl.TEXTURE0 + pressureTexId);
  for (let i = 0; i < config.PRESSURE_ITERATIONS; i++) {
    gl.bindTexture(gl.TEXTURE_2D, pressure.read[0]);
    blit(pressure.write[1]);
    pressure.swap();
  }

  gradienSubtractProgram.bind();
  gl.uniform2f(gradienSubtractProgram.uniforms.texelSize, 1.0 / textureWidth, 1.0 / textureHeight);
  gl.uniform1i(gradienSubtractProgram.uniforms.uPressure, pressure.read[2]);
  gl.uniform1i(gradienSubtractProgram.uniforms.uVelocity, velocity.read[2]);
  blit(velocity.write[1]);
  velocity.swap();

  gl.viewport(0, 0, gl.drawingBufferWidth, gl.drawingBufferHeight);
  displayProgram.bind();
  gl.uniform1i(displayProgram.uniforms.uTexture, density.read[2]);
  blit(null);

  requestAnimationFrame(update);
}

function splat(x, y, dx, dy, color) {
  splatProgram.bind();
  gl.uniform1i(splatProgram.uniforms.uTarget, velocity.read[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.write[1]);
  velocity.swap();

  gl.uniform1i(splatProgram.uniforms.uTarget, density.read[2]);
  gl.uniform3f(splatProgram.uniforms.color, color[0] * 0.3, color[1] * 0.3, color[2] * 0.3);
  blit(density.write[1]);
  density.swap();
}

function multipleSplats(amount) {
  for (let i = 0; i < amount; i++) {
    const color = [Math.random() * 10, Math.random() * 10, Math.random() * 10];
    const x = canvas.width * Math.random();
    const y = canvas.height * Math.random();
    const dx = 1000 * (Math.random() - 0.5);
    const dy = 1000 * (Math.random() - 0.5);
    splat(x, y, dx, dy, color);
  }
}

function resizeCanvas() {
  if (canvas.width != canvas.clientWidth || canvas.height != canvas.clientHeight) {
    canvas.width = canvas.clientWidth;
    canvas.height = canvas.clientHeight;
    initFramebuffers();
  }
}

canvas.addEventListener('mousemove', e => {
  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', e => {
  e.preventDefault();
  const touches = e.targetTouches;
  for (let i = 0; i < touches.length; i++) {
    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);

canvas.addEventListener('mousemove', () => {
  pointers[0].down = true;
  pointers[0].color = [Math.random() + 0.2, Math.random() + 0.2, Math.random() + 0.2];
});

canvas.addEventListener('touchstart', e => {
  e.preventDefault();
  const touches = e.targetTouches;
  for (let i = 0; i < touches.length; i++) {
    if (i >= pointers.length)
    pointers.push(new pointerPrototype());

    pointers[i].id = touches[i].identifier;
    pointers[i].down = true;
    pointers[i].x = touches[i].pageX;
    pointers[i].y = touches[i].pageY;
    pointers[i].color = [Math.random() + 0.2, Math.random() + 0.2,
Math.random() + 0.2];
  }
});

window.addEventListener('mouseleave', () => {
  pointers[0].down = false;
});

window.addEventListener('touchend', e => {
  const touches = e.changedTouches;
  for (let i = 0; i < touches.length; i++)
  for (let j = 0; j < pointers.length; j++)
  if (touches[i].identifier == pointers[j].id)
  pointers[j].down = false;
});



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