diff --git a/src/effects.js b/src/effects.js
index e9019d5..cb33540 100644
--- a/src/effects.js
+++ b/src/effects.js
@@ -33,7 +33,8 @@ const FAMILIES = [
{ name: 'Tri-Banda', scale: 1.0, bgDark: true },
{ name: 'Reattivo Bassi', scale: 1.0, bgDark: true },
{ name: 'Reattivo Medi', scale: 1.0, bgDark: true },
- { name: 'Reattivo Alti', scale: 1.0, bgDark: true }
+ { name: 'Reattivo Alti', scale: 1.0, bgDark: true },
+ { name: 'Fluido', scale: 1.0, fluid: true } // GPU fluid sim (fluid.js), not the uber-shader
];
// Palettes: low colour (a) -> high colour (b), plus optional hue-cycle/sat.
@@ -88,7 +89,10 @@ function makeEffect(fi, pi, vi) {
speed: v.speed,
colorA: pal.a,
colorB: pal.b,
- bgDark: fam.bgDark ? 1 : 0
+ bgDark: fam.bgDark ? 1 : 0,
+ // Always present (0/1) so Object.assign merges in setEffect can't leave a
+ // stale flag behind when switching between fluid and shader presets.
+ isFluid: fam.fluid ? 1 : 0
};
}
diff --git a/src/fluid.js b/src/fluid.js
new file mode 100644
index 0000000..91599db
--- /dev/null
+++ b/src/fluid.js
@@ -0,0 +1,397 @@
+// 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.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 --------------------------------------------------
+ const hueShift = (e.hueBase || 0) + t * (e.hueCycle || 0) * 0.5;
+ const sat = e.sat !== undefined ? e.sat : 1;
+ 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));
+ // colour: palette A<->B per emitter, slow oscillation + hue cycling
+ const k = 0.5 + 0.5 * Math.sin(t * 0.21 + em.hue * 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 + em.hue * 0.16, sat);
+ // Normalize to full brightness: palette 'a' colours are near-black
+ // backgrounds in the shader families, but dye must always be vivid —
+ // the palette identity lives in the hue, not the luminance.
+ const mx = Math.max(col[0], col[1], col[2], 1e-4);
+ col = [col[0] / mx, col[1] / mx, col[2] / mx];
+ // continuous stir: quiet baseline so it never freezes, boosted by bass.
+ // 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;
+ this._splat(x, y, dx * inv * force, dy * inv * force,
+ col[0] * inj, col[1] * inj, col[2] * inj, 0.0009 + 0.0013 * bass);
+ }
+ // beat burst: one bright directional shot from a random edge point
+ this.beatCool -= dt;
+ if (beat > 0.85 && this.beatCool <= 0) {
+ this.beatCool = 0.18;
+ const a = Math.sin(t * 37.7) * Math.PI * 2;
+ const x = 0.5 + 0.30 * Math.cos(a), y = 0.5 + 0.30 * Math.sin(a);
+ let col = FluidSim._hue([e.colorB[0], e.colorB[1], e.colorB[2]], hueShift, sat);
+ const F = 900 * (0.4 + bass);
+ this._splat(x, y, -Math.cos(a) * F, -Math.sin(a) * F,
+ col[0] * 0.7, col[1] * 0.7, col[2] * 0.7, 0.003 + 0.003 * bass);
+ }
+
+ // -- solver ---------------------------------------------------------------
+ const v = this.vel;
+ let 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, 0.25);
+ 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, 0.6 / (e.speed || 1)); // dye must fade or constant injection saturates; speed-normalized
+ 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;
+void main(){
+ vec2 pos = vUv - uDt * texture(uVel, vUv).xy * uTexel;
+ o = clamp(texture(uSrc, pos) / (1.0 + uDiss * 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.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;
diff --git a/src/output.html b/src/output.html
index 01d8abf..cea5777 100644
--- a/src/output.html
+++ b/src/output.html
@@ -42,6 +42,7 @@
+
diff --git a/src/visualizer.js b/src/visualizer.js
index fd829d2..be1857a 100644
--- a/src/visualizer.js
+++ b/src/visualizer.js
@@ -94,6 +94,11 @@ class Visualizer {
render(timeSec, audio) {
const gl = this.gl, u = this.u, e = this.effect;
+ if (e.isFluid && window.FluidSim) {
+ if (!this.fluid) this.fluid = new window.FluidSim(gl);
+ this.fluid.render(timeSec, audio, e, this.canvas);
+ return;
+ }
gl.useProgram(this.program);
gl.bindBuffer(gl.ARRAY_BUFFER, this.vbo);
gl.enableVertexAttribArray(this.aPos);