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djAudiovisualizaerPi/public/js/engine/fluid.js
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JavaScript

// GPU fluid simulation ("ink in water") for the Fluido effect family.
// Classic stable-fluids solver on ping-pong framebuffers: advection, vorticity
// confinement, Jacobi pressure solve, gradient subtraction, plus audio-driven
// dye/force splats. The Visualizer delegates rendering here when the current
// effect has isFluid set; everything runs on the shared WebGL2 context.
//
// Audio mapping: bass = injection strength & stirring force, beat = burst
// splats, treble = extra swirl (vorticity). Effect params reuse the catalog's
// universal modifiers: colorA/colorB+hueCycle = dye colours, warp = swirl,
// speed = sim speed, sym = kaleidoscope on the final pass, contrast/invert =
// display, audioMix = how much audio drives vs. autonomous ambient motion.
class FluidSim {
constructor(gl) {
this.gl = gl;
// RGBA16F is color-renderable only with this extension; linear filtering
// of half-float textures is core WebGL2. Fall back to RGBA8 (lower quality
// but functional) if unavailable.
this.float = !!gl.getExtension('EXT_color_buffer_float');
this.SIM_RES = 192; // velocity/pressure grid
this.DYE_RES = 1024; // dye (what you actually see)
this.PRESSURE_ITERS = 22;
this._buildPrograms();
const buf = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, buf);
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array([-1, -1, 3, -1, -1, 3]), gl.STATIC_DRAW);
this.vbo = buf;
this.simW = 0; this.simH = 0; this.dyeW = 0; this.dyeH = 0;
this.lastTime = 0;
this.beatCool = 0;
this.emitters = [
{ phase: 0.0, fx: 0.56, fy: 0.41, hue: 0.0 },
{ phase: 2.1, fx: 0.31, fy: 0.52, hue: 0.33 },
{ phase: 4.2, fx: 0.41, fy: 0.31, hue: 0.66 },
];
}
// ---- GL plumbing ---------------------------------------------------------
_compile(type, src) {
const gl = this.gl, sh = gl.createShader(type);
gl.shaderSource(sh, src); gl.compileShader(sh);
if (!gl.getShaderParameter(sh, gl.COMPILE_STATUS))
throw new Error('FluidSim shader: ' + gl.getShaderInfoLog(sh));
return sh;
}
_program(fsrc) {
const gl = this.gl, p = gl.createProgram();
p._u = {};
gl.attachShader(p, this._vs || (this._vs = this._compile(gl.VERTEX_SHADER, FluidSim.VERT)));
gl.attachShader(p, this._compile(gl.FRAGMENT_SHADER, fsrc));
gl.linkProgram(p);
if (!gl.getProgramParameter(p, gl.LINK_STATUS))
throw new Error('FluidSim link: ' + gl.getProgramInfoLog(p));
p._aPos = gl.getAttribLocation(p, 'aPos');
const n = gl.getProgramParameter(p, gl.ACTIVE_UNIFORMS);
for (let i = 0; i < n; i++) { const info = gl.getActiveUniform(p, i); p._u[info.name] = gl.getUniformLocation(p, info.name); }
return p;
}
_buildPrograms() {
this.pAdvect = this._program(FluidSim.ADVECT);
this.pSplat = this._program(FluidSim.SPLAT);
this.pCurl = this._program(FluidSim.CURL);
this.pVort = this._program(FluidSim.VORT);
this.pDiv = this._program(FluidSim.DIV);
this.pPress = this._program(FluidSim.PRESS);
this.pGrad = this._program(FluidSim.GRAD);
this.pBuoy = this._program(FluidSim.BUOY);
this.pShow = this._program(FluidSim.SHOW);
}
_fbo(w, h, internal, format, type) {
const gl = this.gl;
const tex = gl.createTexture();
gl.bindTexture(gl.TEXTURE_2D, tex);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR);
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, internal, w, h, 0, format, type, null);
const fb = gl.createFramebuffer();
gl.bindFramebuffer(gl.FRAMEBUFFER, fb);
gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, tex, 0);
gl.clearColor(0, 0, 0, 1); gl.clear(gl.COLOR_BUFFER_BIT);
return { tex, fb, w, h, texelX: 1 / w, texelY: 1 / h };
}
_pair(w, h, internal, format, type) {
return { a: this._fbo(w, h, internal, format, type), b: this._fbo(w, h, internal, format, type),
swap() { const t = this.a; this.a = this.b; this.b = t; } };
}
_allocate(canvasW, canvasH) {
const gl = this.gl, aspect = canvasW / Math.max(1, canvasH);
const dim = (res) => aspect >= 1
? { w: Math.round(res * aspect), h: res }
: { w: res, h: Math.round(res / aspect) };
const s = dim(this.SIM_RES), d = dim(this.DYE_RES);
if (s.w === this.simW && s.h === this.simH && d.w === this.dyeW && d.h === this.dyeH) return;
this.simW = s.w; this.simH = s.h; this.dyeW = d.w; this.dyeH = d.h;
const I = this.float ? gl.RGBA16F : gl.RGBA8;
const T = this.float ? gl.HALF_FLOAT : gl.UNSIGNED_BYTE;
this.vel = this._pair(s.w, s.h, I, gl.RGBA, T);
this.dye = this._pair(d.w, d.h, I, gl.RGBA, T);
this.press = this._pair(s.w, s.h, I, gl.RGBA, T);
this.div = this._fbo(s.w, s.h, I, gl.RGBA, T);
this.curl = this._fbo(s.w, s.h, I, gl.RGBA, T);
}
_blit(target, program) {
const gl = this.gl;
gl.bindFramebuffer(gl.FRAMEBUFFER, target ? target.fb : null);
gl.viewport(0, 0, target ? target.w : this._cw, target ? target.h : this._ch);
gl.bindBuffer(gl.ARRAY_BUFFER, this.vbo);
gl.enableVertexAttribArray(program._aPos);
gl.vertexAttribPointer(program._aPos, 2, gl.FLOAT, false, 0, 0);
gl.drawArrays(gl.TRIANGLES, 0, 3);
}
_bind(program, unit, tex) { const gl = this.gl; gl.activeTexture(gl.TEXTURE0 + unit); gl.bindTexture(gl.TEXTURE_2D, tex); return unit; }
// ---- Simulation ----------------------------------------------------------
_splat(x, y, dx, dy, r, g, b, radius) {
const gl = this.gl, p = this.pSplat;
gl.useProgram(p);
const aspect = this.simW / this.simH;
// velocity impulse
gl.uniform1i(p._u.uTarget, this._bind(p, 0, this.vel.a.tex));
gl.uniform2f(p._u.uPoint, x, y);
gl.uniform3f(p._u.uValue, dx, dy, 0);
gl.uniform1f(p._u.uRadius, radius);
gl.uniform1f(p._u.uAspect, aspect);
this._blit(this.vel.b, p); this.vel.swap();
// dye
gl.uniform1i(p._u.uTarget, this._bind(p, 0, this.dye.a.tex));
gl.uniform3f(p._u.uValue, r, g, b);
this._blit(this.dye.b, p); this.dye.swap();
}
// Rotate an [r,g,b] colour's hue by `rot` (0..1) and desaturate toward luma.
static _hue(c, rot, sat) {
if (rot) {
const a = rot * Math.PI * 2, cs = Math.cos(a), sn = Math.sin(a), t = 1 / 3, st = Math.sqrt(t);
const m = [cs + (1 - cs) * t, t * (1 - cs) - st * sn, t * (1 - cs) + st * sn];
c = [
c[0] * m[0] + c[1] * m[1] + c[2] * m[2],
c[0] * m[2] + c[1] * m[0] + c[2] * m[1],
c[0] * m[1] + c[1] * m[2] + c[2] * m[0]];
}
if (sat < 1) { const l = 0.3 * c[0] + 0.6 * c[1] + 0.1 * c[2]; c = c.map(v => l + (v - l) * sat); }
return c.map(v => Math.max(0, v));
}
render(timeSec, audio, e, canvas) {
const gl = this.gl;
this._cw = canvas.width; this._ch = canvas.height;
this._allocate(canvas.width, canvas.height);
let dtReal = this.lastTime ? (timeSec - this.lastTime) : 1 / 60;
this.lastTime = timeSec;
dtReal = Math.min(Math.max(dtReal, 0), 1 / 30);
const dt = dtReal * (e.speed || 1); // sim speed scales motion, not brightness
const t = timeSec * (e.speed || 1);
const mix = e.audioMix !== undefined ? e.audioMix : 1;
const bass = audio.bass * mix, treble = audio.treble * mix, beat = audio.beat * mix;
gl.disable(gl.BLEND);
// -- audio-driven splats --------------------------------------------------
// Each fluidMode is a different emitter choreography over the same solver:
// 'ink' wandering brushes, 'fire' bottom jets + buoyancy, 'ring' rotating
// circle with radial beat bursts, 'vortex' two counter-rotating stirrers,
// 'wave' a curtain sweeping across the screen.
const hueShift = (e.hueBase || 0) + t * (e.hueCycle || 0) * 0.5;
const sat = e.sat !== undefined ? e.sat : 1;
const mode = e.fluidMode || 'ink';
// Palette colour helper: A<->B oscillation, hue cycling, then normalized
// to full brightness (palette 'a' colours are near-black backgrounds in
// the shader families; the palette identity lives in the hue).
const dyeCol = (ph) => {
const k = 0.5 + 0.5 * Math.sin(t * 0.21 + ph * Math.PI * 2);
let col = [
(e.colorA[0] * (1 - k) + e.colorB[0] * k),
(e.colorA[1] * (1 - k) + e.colorB[1] * k),
(e.colorA[2] * (1 - k) + e.colorB[2] * k)];
col = FluidSim._hue(col, hueShift + ph * 0.16, sat);
const mx = Math.max(col[0], col[1], col[2], 1e-4);
return [col[0] / mx, col[1] / mx, col[2] / mx];
};
// Injection is balanced against the dye dissipation below: too much and
// the whole screen saturates to a solid colour, too little and it fades.
const force = (14 + 320 * bass) * dt * 60;
const inj = (0.5 + 2.8 * bass) * dtReal;
const rad = 0.0009 + 0.0013 * bass;
this.beatCool -= dt;
const onBeat = beat > 0.85 && this.beatCool <= 0;
if (onBeat) this.beatCool = 0.18;
if (mode === 'fire') {
// flickering upward jets along the bottom edge (buoyancy pass below)
for (let i = 0; i < 3; i++) {
const bx = 0.5 + (i - 1) * 0.24 + 0.05 * Math.sin(t * (1.3 + i * 0.37) + i * 2.1);
const flick = 0.6 + 0.4 * Math.sin(t * (5.1 + i) + i * 13.7);
const c = dyeCol(i / 3);
this._splat(bx, 0.04, 0, force * 0.22 * (0.7 + 0.8 * flick),
c[0] * inj * 2.2, c[1] * inj * 2.2, c[2] * inj * 2.2, rad * 1.2);
}
if (onBeat) {
const c = dyeCol(0.5);
this._splat(0.5, 0.06, 0, 1400 * (0.4 + bass), c[0] * 0.8, c[1] * 0.8, c[2] * 0.8, 0.006);
}
} else if (mode === 'ring') {
// emitters on a slowly spinning circle, stirring tangentially
const N = 6, R = 0.27, spin = t * 0.5;
for (let i = 0; i < N; i++) {
const a = spin + i * Math.PI * 2 / N;
const c = dyeCol(i / N);
this._splat(0.5 + R * Math.cos(a), 0.5 + R * Math.sin(a),
-Math.sin(a) * force, Math.cos(a) * force, c[0] * inj, c[1] * inj, c[2] * inj, rad);
}
if (onBeat) { // radial shockwave from the centre
const c = dyeCol(Math.sin(t * 3.1) * 0.5 + 0.5);
for (let i = 0; i < N; i++) {
const a = spin + (i + 0.5) * Math.PI * 2 / N, F = 1100 * (0.4 + bass);
this._splat(0.5 + 0.06 * Math.cos(a), 0.5 + 0.06 * Math.sin(a),
Math.cos(a) * F, Math.sin(a) * F, c[0] * 0.35, c[1] * 0.35, c[2] * 0.35, 0.0025);
}
}
} else if (mode === 'vortex') {
// two counter-rotating stirrers -> double spiral galaxies
for (let s = 0; s < 2; s++) {
const sgn = s ? -1 : 1;
const cx = 0.5 + sgn * (0.20 + 0.05 * Math.sin(t * 0.4));
const cy = 0.5 + 0.08 * Math.sin(t * 0.31 + s * 2.6);
const a = t * 1.6 * sgn + s * Math.PI, R = 0.11;
const c = dyeCol(s * 0.5 + 0.1);
this._splat(cx + R * Math.cos(a), cy + R * Math.sin(a),
-Math.sin(a) * sgn * force * 1.3, Math.cos(a) * sgn * force * 1.3,
c[0] * inj * 1.4, c[1] * inj * 1.4, c[2] * inj * 1.4, rad);
}
if (onBeat) { // bright puff where the spirals meet
const c = dyeCol(0.8);
this._splat(0.5, 0.5, 0, 0, c[0] * 0.5, c[1] * 0.5, c[2] * 0.5, 0.004);
}
} else if (mode === 'wave') {
// travelling sine curtain sweeping rightwards
const N = 4;
for (let i = 0; i < N; i++) {
const x = (t * 0.07 + i / N) % 1;
const ph = t * 0.9 + i * 1.7 + x * 6.28;
const c = dyeCol(i / N);
this._splat(x, 0.5 + 0.28 * Math.sin(ph),
force * 0.6, Math.cos(ph) * force * 0.35, c[0] * inj * 1.6, c[1] * inj * 1.6, c[2] * inj * 1.6, rad * 1.3);
}
if (onBeat) { // side blast riding the wave
const c = dyeCol(0.3);
this._splat(0.06, 0.5 + 0.3 * Math.sin(t * 5.3), 1000 * (0.4 + bass), 0,
c[0] * 0.5, c[1] * 0.5, c[2] * 0.5, 0.0018);
}
} else {
// 'ink': wandering brushes (the original mode)
for (let i = 0; i < this.emitters.length; i++) {
const em = this.emitters[i];
const x = 0.5 + 0.36 * Math.sin(t * em.fx + em.phase) * Math.cos(t * 0.09 + em.phase);
const y = 0.5 + 0.36 * Math.sin(t * em.fy + em.phase * 1.7);
// movement direction (numeric derivative of the wander path)
const h = 0.01;
const dx = (0.5 + 0.36 * Math.sin((t + h) * em.fx + em.phase) * Math.cos((t + h) * 0.09 + em.phase)) - x;
const dy = (0.5 + 0.36 * Math.sin((t + h) * em.fy + em.phase * 1.7)) - y;
const inv = 1 / Math.max(1e-5, Math.hypot(dx, dy));
const c = dyeCol(em.hue);
this._splat(x, y, dx * inv * force, dy * inv * force,
c[0] * inj, c[1] * inj, c[2] * inj, rad);
}
if (onBeat) { // bright directional shot from a pseudo-random edge point
const a = Math.sin(t * 37.7) * Math.PI * 2;
const c = dyeCol(0.0);
const F = 900 * (0.4 + bass);
this._splat(0.5 + 0.30 * Math.cos(a), 0.5 + 0.30 * Math.sin(a),
-Math.cos(a) * F, -Math.sin(a) * F, c[0] * 0.7, c[1] * 0.7, c[2] * 0.7, 0.003 + 0.003 * bass);
}
}
// -- solver ---------------------------------------------------------------
const v = this.vel;
let p;
if (mode === 'fire') {
// buoyancy: hot (bright) dye rises, like smoke over a flame
p = this.pBuoy;
gl.useProgram(p);
gl.uniform1i(p._u.uVel, this._bind(p, 0, v.a.tex));
gl.uniform1i(p._u.uDye, this._bind(p, 1, this.dye.a.tex));
gl.uniform1f(p._u.uK, 170);
gl.uniform1f(p._u.uDt, dt);
this._blit(v.b, p); v.swap();
}
p = this.pCurl;
gl.useProgram(p);
gl.uniform2f(p._u.uTexel, v.a.texelX, v.a.texelY);
gl.uniform1i(p._u.uVel, this._bind(p, 0, v.a.tex));
this._blit(this.curl, p);
p = this.pVort;
gl.useProgram(p);
gl.uniform2f(p._u.uTexel, v.a.texelX, v.a.texelY);
gl.uniform1i(p._u.uVel, this._bind(p, 0, v.a.tex));
gl.uniform1i(p._u.uCurl, this._bind(p, 1, this.curl.tex));
gl.uniform1f(p._u.uStrength, 18 + (e.warp || 0) * 30 + treble * 20);
gl.uniform1f(p._u.uDt, dt);
this._blit(v.b, p); v.swap();
p = this.pDiv;
gl.useProgram(p);
gl.uniform2f(p._u.uTexel, v.a.texelX, v.a.texelY);
gl.uniform1i(p._u.uVel, this._bind(p, 0, v.a.tex));
this._blit(this.div, p);
p = this.pPress;
gl.useProgram(p);
gl.uniform2f(p._u.uTexel, v.a.texelX, v.a.texelY);
gl.uniform1i(p._u.uDiv, this._bind(p, 1, this.div.tex));
for (let i = 0; i < this.PRESSURE_ITERS; i++) {
gl.uniform1i(p._u.uPress, this._bind(p, 0, this.press.a.tex));
this._blit(this.press.b, p); this.press.swap();
}
p = this.pGrad;
gl.useProgram(p);
gl.uniform2f(p._u.uTexel, v.a.texelX, v.a.texelY);
gl.uniform1i(p._u.uPress, this._bind(p, 0, this.press.a.tex));
gl.uniform1i(p._u.uVel, this._bind(p, 1, v.a.tex));
this._blit(v.b, p); v.swap();
p = this.pAdvect;
gl.useProgram(p);
gl.uniform2f(p._u.uTexel, v.a.texelX, v.a.texelY);
gl.uniform1f(p._u.uDt, dt);
gl.uniform1i(p._u.uVel, this._bind(p, 0, v.a.tex));
gl.uniform1i(p._u.uSrc, this._bind(p, 1, v.a.tex));
gl.uniform1f(p._u.uDiss, mode === 'fire' ? 1.1 : 0.25);
gl.uniform1f(p._u.uHeightK, 0.0);
this._blit(v.b, p); v.swap();
gl.uniform1i(p._u.uVel, this._bind(p, 0, v.a.tex));
gl.uniform1i(p._u.uSrc, this._bind(p, 1, this.dye.a.tex));
gl.uniform1f(p._u.uDiss, (mode === 'fire' ? 1.0 : 0.6) / (e.speed || 1)); // fire: short-lived flames; others: slow fade
gl.uniform1f(p._u.uHeightK, mode === 'fire' ? 8.0 : 0.0);
this._blit(this.dye.b, p); this.dye.swap();
// -- display --------------------------------------------------------------
p = this.pShow;
gl.useProgram(p);
gl.uniform1i(p._u.uDye, this._bind(p, 0, this.dye.a.tex));
gl.uniform1f(p._u.uSym, e.sym || 0);
gl.uniform1f(p._u.uRot, (e.rot || 0) + t * (e.rotSpeed || 0) * 6.2831853);
gl.uniform1f(p._u.uContrast, e.contrast !== undefined ? e.contrast : 0.8);
gl.uniform1f(p._u.uInvert, e.invert || 0);
gl.uniform1f(p._u.uGlow, 0.15 + 0.4 * beat);
gl.uniform2f(p._u.uRes, this._cw, this._ch);
this._blit(null, p);
// restore expected state for the uber-shader path
gl.bindFramebuffer(gl.FRAMEBUFFER, null);
gl.viewport(0, 0, this._cw, this._ch);
gl.activeTexture(gl.TEXTURE0);
}
}
// ---- GLSL ------------------------------------------------------------------
FluidSim.VERT = `#version 300 es
in vec2 aPos; out vec2 vUv;
void main(){ vUv = aPos*0.5+0.5; gl_Position = vec4(aPos,0.,1.); }`;
FluidSim.ADVECT = `#version 300 es
precision highp float; in vec2 vUv; out vec4 o;
uniform sampler2D uVel, uSrc; uniform vec2 uTexel; uniform float uDt, uDiss, uHeightK;
void main(){
vec2 pos = vUv - uDt * texture(uVel, vUv).xy * uTexel;
float diss = uDiss * (1.0 + uHeightK * vUv.y); // fire mode: fade with altitude
o = clamp(texture(uSrc, pos) / (1.0 + diss * uDt), -1200., 1200.); // NaN/Inf guard
}`;
FluidSim.SPLAT = `#version 300 es
precision highp float; in vec2 vUv; out vec4 o;
uniform sampler2D uTarget; uniform vec2 uPoint; uniform vec3 uValue;
uniform float uRadius, uAspect;
void main(){
vec2 d = vUv - uPoint; d.x *= uAspect;
o = texture(uTarget, vUv) + vec4(uValue * exp(-dot(d,d)/uRadius), 0.0);
}`;
FluidSim.CURL = `#version 300 es
precision highp float; in vec2 vUv; out vec4 o;
uniform sampler2D uVel; uniform vec2 uTexel;
void main(){
float L = texture(uVel, vUv - vec2(uTexel.x,0.)).y;
float R = texture(uVel, vUv + vec2(uTexel.x,0.)).y;
float B = texture(uVel, vUv - vec2(0.,uTexel.y)).x;
float T = texture(uVel, vUv + vec2(0.,uTexel.y)).x;
o = vec4(0.5*((R-L)-(T-B)), 0., 0., 1.);
}`;
FluidSim.VORT = `#version 300 es
precision highp float; in vec2 vUv; out vec4 o;
uniform sampler2D uVel, uCurl; uniform vec2 uTexel; uniform float uStrength, uDt;
void main(){
float L = texture(uCurl, vUv - vec2(uTexel.x,0.)).x;
float R = texture(uCurl, vUv + vec2(uTexel.x,0.)).x;
float B = texture(uCurl, vUv - vec2(0.,uTexel.y)).x;
float T = texture(uCurl, vUv + vec2(0.,uTexel.y)).x;
float C = texture(uCurl, vUv).x;
vec2 force = 0.5 * vec2(abs(T)-abs(B), abs(R)-abs(L));
force = force / (length(force) + 1e-4) * uStrength * C * vec2(1.,-1.);
// Clamp: unbounded confinement makes velocity blow up -> half-float Inf/NaN
// -> the whole field dies and dye freezes into static blobs.
o = vec4(clamp(texture(uVel, vUv).xy + force * uDt, -1200., 1200.), 0., 1.);
}`;
FluidSim.DIV = `#version 300 es
precision highp float; in vec2 vUv; out vec4 o;
uniform sampler2D uVel; uniform vec2 uTexel;
void main(){
float L = texture(uVel, vUv - vec2(uTexel.x,0.)).x;
float R = texture(uVel, vUv + vec2(uTexel.x,0.)).x;
float B = texture(uVel, vUv - vec2(0.,uTexel.y)).y;
float T = texture(uVel, vUv + vec2(0.,uTexel.y)).y;
o = vec4(0.5*((R-L)+(T-B)), 0., 0., 1.);
}`;
FluidSim.PRESS = `#version 300 es
precision highp float; in vec2 vUv; out vec4 o;
uniform sampler2D uPress, uDiv; uniform vec2 uTexel;
void main(){
float L = texture(uPress, vUv - vec2(uTexel.x,0.)).x;
float R = texture(uPress, vUv + vec2(uTexel.x,0.)).x;
float B = texture(uPress, vUv - vec2(0.,uTexel.y)).x;
float T = texture(uPress, vUv + vec2(0.,uTexel.y)).x;
float div = texture(uDiv, vUv).x;
o = vec4((L+R+B+T-div)*0.25, 0., 0., 1.);
}`;
FluidSim.GRAD = `#version 300 es
precision highp float; in vec2 vUv; out vec4 o;
uniform sampler2D uPress, uVel; uniform vec2 uTexel;
void main(){
float L = texture(uPress, vUv - vec2(uTexel.x,0.)).x;
float R = texture(uPress, vUv + vec2(uTexel.x,0.)).x;
float B = texture(uPress, vUv - vec2(0.,uTexel.y)).x;
float T = texture(uPress, vUv + vec2(0.,uTexel.y)).x;
o = vec4(texture(uVel, vUv).xy - 0.5*vec2(R-L, T-B), 0., 1.);
}`;
FluidSim.BUOY = `#version 300 es
precision highp float; in vec2 vUv; out vec4 o;
uniform sampler2D uVel, uDye; uniform float uK, uDt;
void main(){
float l = dot(texture(uDye, vUv).rgb, vec3(0.333));
vec2 v = texture(uVel, vUv).xy;
// Relax the vertical velocity toward uK*luma: a bounded updraft, unlike an
// additive force which integrates to the clamp and turns flames into a wall.
float a = min(1., uDt * 4.) * step(0.01, l);
v.y += (uK * min(l, 1.5) - v.y) * a;
o = vec4(v, 0., 1.);
}`;
FluidSim.SHOW = `#version 300 es
precision highp float; in vec2 vUv; out vec4 o;
uniform sampler2D uDye; uniform float uSym, uContrast, uInvert, uGlow, uRot;
uniform vec2 uRes;
void main(){
vec2 uv = vUv;
if (uSym > 0.5) {
// kaleidoscope fold in aspect-corrected space around the centre
vec2 p = uv - 0.5; p.x *= uRes.x / uRes.y;
float a = atan(p.y, p.x) + uRot, r = length(p);
float seg = 6.2831853 / uSym;
a = abs(mod(a, seg) - seg*0.5);
p = vec2(cos(a), sin(a)) * r;
p.x /= uRes.x / uRes.y;
uv = clamp(p + 0.5, 0.0, 1.0);
}
vec3 c = texture(uDye, uv).rgb;
// soft wide glow from a heavily blurred (mip-less) 5-tap sample
vec3 g = ( texture(uDye, uv + vec2( 0.006, 0.0)).rgb
+ texture(uDye, uv + vec2(-0.006, 0.0)).rgb
+ texture(uDye, uv + vec2(0.0, 0.006)).rgb
+ texture(uDye, uv + vec2(0.0, -0.006)).rgb ) * 0.25;
c += g * uGlow;
c = pow(max(c * 1.25, 0.0), vec3(0.92)); // gentle mid lift
c = mix(c, smoothstep(0.0, 1.0, c), clamp(uContrast, 0., 1.5) * 0.6);
if (uInvert > 0.5) c = 1.0 - c;
o = vec4(c, 1.0);
}`;
window.FluidSim = FluidSim;