/* MIT License Copyright (c) 2017 Pavel Dobryakov Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions: The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software. THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ 'use strict'; // Simulation code var canvas = document.getElementsByTagName('canvas')[0]; resizeCanvas(); var config = { SIM_RESOLUTION: 128, DYE_RESOLUTION: 1024, CAPTURE_RESOLUTION: 512, DENSITY_DISSIPATION: 1, VELOCITY_DISSIPATION: 0.2, PRESSURE: 0.8, PRESSURE_ITERATIONS: 20, CURL: 30, SPLAT_RADIUS: 0.25, SPLAT_FORCE: 6000, SHADING: true, COLORFUL: false, COLOR_UPDATE_SPEED: 10, PAUSED: false, BACK_COLOR: { r: 19, g: 8, b: 26 }, TRANSPARENT: false, BLOOM: true, BLOOM_ITERATIONS: 8, BLOOM_RESOLUTION: 256, BLOOM_INTENSITY: 0.1, BLOOM_THRESHOLD: 0.6, BLOOM_SOFT_KNEE: 0.7, SUNRAYS: true, SUNRAYS_RESOLUTION: 196, SUNRAYS_WEIGHT: 1.0, } 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 = [30, 0, 300]; } var pointers = []; var splatStack = []; pointers.push(new pointerPrototype()); var ref = getWebGLContext(canvas); var gl = ref.gl; var ext = ref.ext; if (isMobile()) { config.DYE_RESOLUTION = 512; } if (!ext.supportLinearFiltering) { config.DYE_RESOLUTION = 512; config.SHADING = false; config.BLOOM = false; config.SUNRAYS = false; } function getWebGLContext (canvas) { var params = { alpha: true, depth: false, stencil: false, antialias: false, preserveDrawingBuffer: false }; var gl = canvas.getContext('webgl2', params); var isWebGL2 = !!gl; if (!isWebGL2) { gl = canvas.getContext('webgl', params) || canvas.getContext('experimental-webgl', params); } var halfFloat; var 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); var halfFloatTexType = isWebGL2 ? gl.HALF_FLOAT : halfFloat.HALF_FLOAT_OES; var formatRGBA; var formatRG; var 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: gl, ext: { formatRGBA: formatRGBA, formatRG: formatRG, formatR: formatR, halfFloatTexType: halfFloatTexType, supportLinearFiltering: 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: internalFormat, format: format } } function supportRenderTextureFormat (gl, internalFormat, format, type) { var 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); var fbo = gl.createFramebuffer(); gl.bindFramebuffer(gl.FRAMEBUFFER, fbo); gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, texture, 0); var status = gl.checkFramebufferStatus(gl.FRAMEBUFFER); return status == gl.FRAMEBUFFER_COMPLETE; } function isMobile () { return /Mobi|Android/i.test(navigator.userAgent); } function captureScreenshot () { var res = getResolution(config.CAPTURE_RESOLUTION); var target = createFBO(res.width, res.height, ext.formatRGBA.internalFormat, ext.formatRGBA.format, ext.halfFloatTexType, gl.NEAREST); render(target); var texture = framebufferToTexture(target); texture = normalizeTexture(texture, target.width, target.height); var captureCanvas = textureToCanvas(texture, target.width, target.height); var datauri = captureCanvas.toDataURL(); downloadURI('fluid.png', datauri); URL.revokeObjectURL(datauri); } function framebufferToTexture (target) { gl.bindFramebuffer(gl.FRAMEBUFFER, target.fbo); var length = target.width * target.height * 4; var texture = new Float32Array(length); gl.readPixels(0, 0, target.width, target.height, gl.RGBA, gl.FLOAT, texture); return texture; } function normalizeTexture (texture, width, height) { var result = new Uint8Array(texture.length); var id = 0; for (var i = height - 1; i >= 0; i--) { for (var j = 0; j < width; j++) { var nid = i * width * 4 + j * 4; result[nid + 0] = clamp01(texture[id + 0]) * 255; result[nid + 1] = clamp01(texture[id + 1]) * 255; result[nid + 2] = clamp01(texture[id + 2]) * 255; result[nid + 3] = clamp01(texture[id + 3]) * 255; id += 4; } } return result; } function clamp01 (input) { return Math.min(Math.max(input, 0), 1); } function textureToCanvas (texture, width, height) { var captureCanvas = document.createElement('canvas'); var ctx = captureCanvas.getContext('2d'); captureCanvas.width = width; captureCanvas.height = height; var imageData = ctx.createImageData(width, height); imageData.data.set(texture); ctx.putImageData(imageData, 0, 0); return captureCanvas; } function downloadURI (filename, uri) { var link = document.createElement('a'); link.download = filename; link.href = uri; document.body.appendChild(link); link.click(); document.body.removeChild(link); } var Material = function Material (vertexShader, fragmentShaderSource) { this.vertexShader = vertexShader; this.fragmentShaderSource = fragmentShaderSource; this.programs = []; this.activeProgram = null; this.uniforms = []; }; Material.prototype.setKeywords = function setKeywords (keywords) { var hash = 0; for (var i = 0; i < keywords.length; i++) { hash += hashCode(keywords[i]); } var program = this.programs[hash]; if (program == null) { var 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; }; Material.prototype.bind = function bind () { gl.useProgram(this.activeProgram); }; var Program = function Program (vertexShader, fragmentShader) { this.uniforms = {}; this.program = createProgram(vertexShader, fragmentShader); this.uniforms = getUniforms(this.program); }; Program.prototype.bind = function bind () { gl.useProgram(this.program); }; function createProgram (vertexShader, fragmentShader) { var program = gl.createProgram(); gl.attachShader(program, vertexShader); gl.attachShader(program, fragmentShader); gl.linkProgram(program); if (!gl.getProgramParameter(program, gl.LINK_STATUS)) { throw gl.getProgramInfoLog(program); } return program; } function getUniforms (program) { var uniforms = []; var uniformCount = gl.getProgramParameter(program, gl.ACTIVE_UNIFORMS); for (var i = 0; i < uniformCount; i++) { var uniformName = gl.getActiveUniform(program, i).name; uniforms[uniformName] = gl.getUniformLocation(program, uniformName); } return uniforms; } function compileShader (type, source, keywords) { source = addKeywords(source, keywords); var shader = gl.createShader(type); gl.shaderSource(shader, source); gl.compileShader(shader); if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) { throw gl.getShaderInfoLog(shader); } return shader; }; function addKeywords (source, keywords) { if (keywords == null) { return source; } var keywordsString = ''; keywords.forEach(function (keyword) { keywordsString += '#define ' + keyword + '\n'; }); return keywordsString + source; } var baseVertexShader = compileShader(gl.VERTEX_SHADER, "\n precision highp float;\n\n attribute vec2 aPosition;\n varying vec2 vUv;\n varying vec2 vL;\n varying vec2 vR;\n varying vec2 vT;\n varying vec2 vB;\n uniform vec2 texelSize;\n\n void main () {\n vUv = aPosition * 0.5 + 0.5;\n vL = vUv - vec2(texelSize.x, 0.0);\n vR = vUv + vec2(texelSize.x, 0.0);\n vT = vUv + vec2(0.0, texelSize.y);\n vB = vUv - vec2(0.0, texelSize.y);\n gl_Position = vec4(aPosition, 0.0, 1.0);\n }\n"); var blurVertexShader = compileShader(gl.VERTEX_SHADER, "\n precision highp float;\n\n attribute vec2 aPosition;\n varying vec2 vUv;\n varying vec2 vL;\n varying vec2 vR;\n uniform vec2 texelSize;\n\n void main () {\n vUv = aPosition * 0.5 + 0.5;\n float offset = 1.33333333;\n vL = vUv - texelSize * offset;\n vR = vUv + texelSize * offset;\n gl_Position = vec4(aPosition, 0.0, 1.0);\n }\n"); var blurShader = compileShader(gl.FRAGMENT_SHADER, "\n precision mediump float;\n precision mediump sampler2D;\n\n varying vec2 vUv;\n varying vec2 vL;\n varying vec2 vR;\n uniform sampler2D uTexture;\n\n void main () {\n vec4 sum = texture2D(uTexture, vUv) * 0.29411764;\n sum += texture2D(uTexture, vL) * 0.35294117;\n sum += texture2D(uTexture, vR) * 0.35294117;\n gl_FragColor = sum;\n }\n"); var copyShader = compileShader(gl.FRAGMENT_SHADER, "\n precision mediump float;\n precision mediump sampler2D;\n\n varying highp vec2 vUv;\n uniform sampler2D uTexture;\n\n void main () {\n gl_FragColor = texture2D(uTexture, vUv);\n }\n"); var clearShader = compileShader(gl.FRAGMENT_SHADER, "\n precision mediump float;\n precision mediump sampler2D;\n\n varying highp vec2 vUv;\n uniform sampler2D uTexture;\n uniform float value;\n\n void main () {\n gl_FragColor = value * texture2D(uTexture, vUv);\n }\n"); var colorShader = compileShader(gl.FRAGMENT_SHADER, "\n precision mediump float;\n\n uniform vec4 color;\n\n void main () {\n gl_FragColor = color;\n }\n"); var checkerboardShader = compileShader(gl.FRAGMENT_SHADER, "\n precision highp float;\n precision highp sampler2D;\n\n varying vec2 vUv;\n uniform sampler2D uTexture;\n uniform float aspectRatio;\n\n #define SCALE 25.0\n\n void main () {\n vec2 uv = floor(vUv * SCALE * vec2(aspectRatio, 1.0));\n float v = mod(uv.x + uv.y, 2.0);\n v = v * 0.1 + 0.8;\n gl_FragColor = vec4(vec3(v), 1.0);\n }\n"); var displayShaderSource = "\n precision highp float;\n precision highp sampler2D;\n\n varying vec2 vUv;\n varying vec2 vL;\n varying vec2 vR;\n varying vec2 vT;\n varying vec2 vB;\n uniform sampler2D uTexture;\n uniform sampler2D uBloom;\n uniform sampler2D uSunrays;\n uniform sampler2D uDithering;\n uniform vec2 ditherScale;\n uniform vec2 texelSize;\n\n vec3 linearToGamma (vec3 color) {\n color = max(color, vec3(0));\n return max(1.055 * pow(color, vec3(0.416666667)) - 0.055, vec3(0));\n }\n\n void main () {\n vec3 c = texture2D(uTexture, vUv).rgb;\n\n #ifdef SHADING\n vec3 lc = texture2D(uTexture, vL).rgb;\n vec3 rc = texture2D(uTexture, vR).rgb;\n vec3 tc = texture2D(uTexture, vT).rgb;\n vec3 bc = texture2D(uTexture, vB).rgb;\n\n float dx = length(rc) - length(lc);\n float dy = length(tc) - length(bc);\n\n vec3 n = normalize(vec3(dx, dy, length(texelSize)));\n vec3 l = vec3(0.0, 0.0, 1.0);\n\n float diffuse = clamp(dot(n, l) + 0.7, 0.7, 1.0);\n c *= diffuse;\n #endif\n\n #ifdef BLOOM\n vec3 bloom = texture2D(uBloom, vUv).rgb;\n #endif\n\n #ifdef SUNRAYS\n float sunrays = texture2D(uSunrays, vUv).r;\n c *= sunrays;\n #ifdef BLOOM\n bloom *= sunrays;\n #endif\n #endif\n\n #ifdef BLOOM\n float noise = texture2D(uDithering, vUv * ditherScale).r;\n noise = noise * 2.0 - 1.0;\n bloom += noise / 255.0;\n bloom = linearToGamma(bloom);\n c += bloom;\n #endif\n\n float a = max(c.r, max(c.g, c.b));\n gl_FragColor = vec4(c, a);\n }\n"; var bloomPrefilterShader = compileShader(gl.FRAGMENT_SHADER, "\n precision mediump float;\n precision mediump sampler2D;\n\n varying vec2 vUv;\n uniform sampler2D uTexture;\n uniform vec3 curve;\n uniform float threshold;\n\n void main () {\n vec3 c = texture2D(uTexture, vUv).rgb;\n float br = max(c.r, max(c.g, c.b));\n float rq = clamp(br - curve.x, 0.0, curve.y);\n rq = curve.z * rq * rq;\n c *= max(rq, br - threshold) / max(br, 0.0001);\n gl_FragColor = vec4(c, 0.0);\n }\n"); var bloomBlurShader = compileShader(gl.FRAGMENT_SHADER, "\n precision mediump float;\n precision mediump sampler2D;\n\n varying vec2 vL;\n varying vec2 vR;\n varying vec2 vT;\n varying vec2 vB;\n uniform sampler2D uTexture;\n\n void main () {\n vec4 sum = vec4(0.0);\n sum += texture2D(uTexture, vL);\n sum += texture2D(uTexture, vR);\n sum += texture2D(uTexture, vT);\n sum += texture2D(uTexture, vB);\n sum *= 0.25;\n gl_FragColor = sum;\n }\n"); var bloomFinalShader = compileShader(gl.FRAGMENT_SHADER, "\n precision mediump float;\n precision mediump sampler2D;\n\n varying vec2 vL;\n varying vec2 vR;\n varying vec2 vT;\n varying vec2 vB;\n uniform sampler2D uTexture;\n uniform float intensity;\n\n void main () {\n vec4 sum = vec4(0.0);\n sum += texture2D(uTexture, vL);\n sum += texture2D(uTexture, vR);\n sum += texture2D(uTexture, vT);\n sum += texture2D(uTexture, vB);\n sum *= 0.25;\n gl_FragColor = sum * intensity;\n }\n"); var sunraysMaskShader = compileShader(gl.FRAGMENT_SHADER, "\n precision highp float;\n precision highp sampler2D;\n\n varying vec2 vUv;\n uniform sampler2D uTexture;\n\n void main () {\n vec4 c = texture2D(uTexture, vUv);\n float br = max(c.r, max(c.g, c.b));\n c.a = 1.0 - min(max(br * 20.0, 0.0), 0.8);\n gl_FragColor = c;\n }\n"); var sunraysShader = compileShader(gl.FRAGMENT_SHADER, "\n precision highp float;\n precision highp sampler2D;\n\n varying vec2 vUv;\n uniform sampler2D uTexture;\n uniform float weight;\n\n #define ITERATIONS 16\n\n void main () {\n float Density = 0.3;\n float Decay = 0.95;\n float Exposure = 0.7;\n\n vec2 coord = vUv;\n vec2 dir = vUv - 0.5;\n\n dir *= 1.0 / float(ITERATIONS) * Density;\n float illuminationDecay = 1.0;\n\n float color = texture2D(uTexture, vUv).a;\n\n for (int i = 0; i < ITERATIONS; i++)\n {\n coord -= dir;\n float col = texture2D(uTexture, coord).a;\n color += col * illuminationDecay * weight;\n illuminationDecay *= Decay;\n }\n\n gl_FragColor = vec4(color * Exposure, 0.0, 0.0, 1.0);\n }\n"); var splatShader = compileShader(gl.FRAGMENT_SHADER, "\n precision highp float;\n precision highp sampler2D;\n\n varying vec2 vUv;\n uniform sampler2D uTarget;\n uniform float aspectRatio;\n uniform vec3 color;\n uniform vec2 point;\n uniform float radius;\n\n void main () {\n vec2 p = vUv - point.xy;\n p.x *= aspectRatio;\n vec3 splat = exp(-dot(p, p) / radius) * color;\n vec3 base = texture2D(uTarget, vUv).xyz;\n gl_FragColor = vec4(base + splat, 1.0);\n }\n"); var advectionShader = compileShader(gl.FRAGMENT_SHADER, "\n precision highp float;\n precision highp sampler2D;\n\n varying vec2 vUv;\n uniform sampler2D uVelocity;\n uniform sampler2D uSource;\n uniform vec2 texelSize;\n uniform vec2 dyeTexelSize;\n uniform float dt;\n uniform float dissipation;\n\n vec4 bilerp (sampler2D sam, vec2 uv, vec2 tsize) {\n vec2 st = uv / tsize - 0.5;\n\n vec2 iuv = floor(st);\n vec2 fuv = fract(st);\n\n vec4 a = texture2D(sam, (iuv + vec2(0.5, 0.5)) * tsize);\n vec4 b = texture2D(sam, (iuv + vec2(1.5, 0.5)) * tsize);\n vec4 c = texture2D(sam, (iuv + vec2(0.5, 1.5)) * tsize);\n vec4 d = texture2D(sam, (iuv + vec2(1.5, 1.5)) * tsize);\n\n return mix(mix(a, b, fuv.x), mix(c, d, fuv.x), fuv.y);\n }\n\n void main () {\n #ifdef MANUAL_FILTERING\n vec2 coord = vUv - dt * bilerp(uVelocity, vUv, texelSize).xy * texelSize;\n vec4 result = bilerp(uSource, coord, dyeTexelSize);\n #else\n vec2 coord = vUv - dt * texture2D(uVelocity, vUv).xy * texelSize;\n vec4 result = texture2D(uSource, coord);\n #endif\n float decay = 1.0 + dissipation * dt;\n gl_FragColor = result / decay;\n }", ext.supportLinearFiltering ? null : ['MANUAL_FILTERING'] ); var divergenceShader = compileShader(gl.FRAGMENT_SHADER, "\n precision mediump float;\n precision mediump sampler2D;\n\n varying highp vec2 vUv;\n varying highp vec2 vL;\n varying highp vec2 vR;\n varying highp vec2 vT;\n varying highp vec2 vB;\n uniform sampler2D uVelocity;\n\n void main () {\n float L = texture2D(uVelocity, vL).x;\n float R = texture2D(uVelocity, vR).x;\n float T = texture2D(uVelocity, vT).y;\n float B = texture2D(uVelocity, vB).y;\n\n vec2 C = texture2D(uVelocity, vUv).xy;\n if (vL.x < 0.0) { L = -C.x; }\n if (vR.x > 1.0) { R = -C.x; }\n if (vT.y > 1.0) { T = -C.y; }\n if (vB.y < 0.0) { B = -C.y; }\n\n float div = 0.5 * (R - L + T - B);\n gl_FragColor = vec4(div, 0.0, 0.0, 1.0);\n }\n"); var curlShader = compileShader(gl.FRAGMENT_SHADER, "\n precision mediump float;\n precision mediump sampler2D;\n\n varying highp vec2 vUv;\n varying highp vec2 vL;\n varying highp vec2 vR;\n varying highp vec2 vT;\n varying highp vec2 vB;\n uniform sampler2D uVelocity;\n\n void main () {\n float L = texture2D(uVelocity, vL).y;\n float R = texture2D(uVelocity, vR).y;\n float T = texture2D(uVelocity, vT).x;\n float B = texture2D(uVelocity, vB).x;\n float vorticity = R - L - T + B;\n gl_FragColor = vec4(0.5 * vorticity, 0.0, 0.0, 1.0);\n }\n"); var vorticityShader = compileShader(gl.FRAGMENT_SHADER, "\n precision highp float;\n precision highp sampler2D;\n\n varying vec2 vUv;\n varying vec2 vL;\n varying vec2 vR;\n varying vec2 vT;\n varying vec2 vB;\n uniform sampler2D uVelocity;\n uniform sampler2D uCurl;\n uniform float curl;\n uniform float dt;\n\n void main () {\n float L = texture2D(uCurl, vL).x;\n float R = texture2D(uCurl, vR).x;\n float T = texture2D(uCurl, vT).x;\n float B = texture2D(uCurl, vB).x;\n float C = texture2D(uCurl, vUv).x;\n\n vec2 force = 0.5 * vec2(abs(T) - abs(B), abs(R) - abs(L));\n force /= length(force) + 0.0001;\n force *= curl * C;\n force.y *= -1.0;\n\n vec2 vel = texture2D(uVelocity, vUv).xy;\n gl_FragColor = vec4(vel + force * dt, 0.0, 1.0);\n }\n"); var pressureShader = compileShader(gl.FRAGMENT_SHADER, "\n precision mediump float;\n precision mediump sampler2D;\n\n varying highp vec2 vUv;\n varying highp vec2 vL;\n varying highp vec2 vR;\n varying highp vec2 vT;\n varying highp vec2 vB;\n uniform sampler2D uPressure;\n uniform sampler2D uDivergence;\n\n void main () {\n float L = texture2D(uPressure, vL).x;\n float R = texture2D(uPressure, vR).x;\n float T = texture2D(uPressure, vT).x;\n float B = texture2D(uPressure, vB).x;\n float C = texture2D(uPressure, vUv).x;\n float divergence = texture2D(uDivergence, vUv).x;\n float pressure = (L + R + B + T - divergence) * 0.25;\n gl_FragColor = vec4(pressure, 0.0, 0.0, 1.0);\n }\n"); var gradientSubtractShader = compileShader(gl.FRAGMENT_SHADER, "\n precision mediump float;\n precision mediump sampler2D;\n\n varying highp vec2 vUv;\n varying highp vec2 vL;\n varying highp vec2 vR;\n varying highp vec2 vT;\n varying highp vec2 vB;\n uniform sampler2D uPressure;\n uniform sampler2D uVelocity;\n\n void main () {\n float L = texture2D(uPressure, vL).x;\n float R = texture2D(uPressure, vR).x;\n float T = texture2D(uPressure, vT).x;\n float B = texture2D(uPressure, vB).x;\n vec2 velocity = texture2D(uVelocity, vUv).xy;\n velocity.xy -= vec2(R - L, T - B);\n gl_FragColor = vec4(velocity, 0.0, 1.0);\n }\n"); var blit = (function () { 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 function (destination) { gl.bindFramebuffer(gl.FRAMEBUFFER, destination); gl.drawElements(gl.TRIANGLES, 6, gl.UNSIGNED_SHORT, 0); } })(); var dye; var velocity; var divergence; var curl; var pressure; var bloom; var bloomFramebuffers = []; var sunrays; var sunraysTemp; var ditheringTexture = createTextureAsync('LDR_LLL1_0.png'); var blurProgram = new Program(blurVertexShader, blurShader); var copyProgram = new Program(baseVertexShader, copyShader); var clearProgram = new Program(baseVertexShader, clearShader); var colorProgram = new Program(baseVertexShader, colorShader); var checkerboardProgram = new Program(baseVertexShader, checkerboardShader); var bloomPrefilterProgram = new Program(baseVertexShader, bloomPrefilterShader); var bloomBlurProgram = new Program(baseVertexShader, bloomBlurShader); var bloomFinalProgram = new Program(baseVertexShader, bloomFinalShader); var sunraysMaskProgram = new Program(baseVertexShader, sunraysMaskShader); var sunraysProgram = new Program(baseVertexShader, sunraysShader); var splatProgram = new Program(baseVertexShader, splatShader); var advectionProgram = new Program(baseVertexShader, advectionShader); var divergenceProgram = new Program(baseVertexShader, divergenceShader); var curlProgram = new Program(baseVertexShader, curlShader); var vorticityProgram = new Program(baseVertexShader, vorticityShader); var pressureProgram = new Program(baseVertexShader, pressureShader); var gradienSubtractProgram = new Program(baseVertexShader, gradientSubtractShader); var displayMaterial = new Material(baseVertexShader, displayShaderSource); function initFramebuffers () { var simRes = getResolution(config.SIM_RESOLUTION); var dyeRes = getResolution(config.DYE_RESOLUTION); var texType = ext.halfFloatTexType; var rgba = ext.formatRGBA; var rg = ext.formatRG; var r = ext.formatR; var filtering = ext.supportLinearFiltering ? gl.LINEAR : gl.NEAREST; if (dye == null) { 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 == null) { 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); initBloomFramebuffers(); initSunraysFramebuffers(); } function initBloomFramebuffers () { var res = getResolution(config.BLOOM_RESOLUTION); var texType = ext.halfFloatTexType; var rgba = ext.formatRGBA; var filtering = ext.supportLinearFiltering ? gl.LINEAR : gl.NEAREST; bloom = createFBO(res.width, res.height, rgba.internalFormat, rgba.format, texType, filtering); bloomFramebuffers.length = 0; for (var i = 0; i < config.BLOOM_ITERATIONS; i++) { var width = res.width >> (i + 1); var height = res.height >> (i + 1); if (width < 2 || height < 2) { break; } var fbo = createFBO(width, height, rgba.internalFormat, rgba.format, texType, filtering); bloomFramebuffers.push(fbo); } } function initSunraysFramebuffers () { var res = getResolution(config.SUNRAYS_RESOLUTION); var texType = ext.halfFloatTexType; var r = ext.formatR; var filtering = ext.supportLinearFiltering ? gl.LINEAR : gl.NEAREST; sunrays = createFBO(res.width, res.height, r.internalFormat, r.format, texType, filtering); sunraysTemp = createFBO(res.width, res.height, r.internalFormat, r.format, texType, filtering); } function createFBO (w, h, internalFormat, format, type, param) { gl.activeTexture(gl.TEXTURE0); var 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); var 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); var texelSizeX = 1.0 / w; var texelSizeY = 1.0 / h; return { texture: texture, fbo: fbo, width: w, height: h, texelSizeX: texelSizeX, texelSizeY: texelSizeY, attach: function attach (id) { gl.activeTexture(gl.TEXTURE0 + id); gl.bindTexture(gl.TEXTURE_2D, texture); return id; } }; } function createDoubleFBO (w, h, internalFormat, format, type, param) { var fbo1 = createFBO(w, h, internalFormat, format, type, param); var 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 (value) { fbo1 = value; }, get write () { return fbo2; }, set write (value) { fbo2 = value; }, swap: function swap () { var temp = fbo1; fbo1 = fbo2; fbo2 = temp; } } } function resizeFBO (target, w, h, internalFormat, format, type, param) { var newFBO = createFBO(w, h, internalFormat, format, type, param); copyProgram.bind(); gl.uniform1i(copyProgram.uniforms.uTexture, target.attach(0)); blit(newFBO.fbo); 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 createTextureAsync (url) { var texture = gl.createTexture(); gl.bindTexture(gl.TEXTURE_2D, texture); 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.REPEAT); gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.REPEAT); gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGB, 1, 1, 0, gl.RGB, gl.UNSIGNED_BYTE, new Uint8Array([255, 255, 255])); var obj = { texture: texture, width: 1, height: 1, attach: function attach (id) { gl.activeTexture(gl.TEXTURE0 + id); gl.bindTexture(gl.TEXTURE_2D, texture); return id; } }; var image = new Image(); image.onload = function () { obj.width = image.width; obj.height = image.height; gl.bindTexture(gl.TEXTURE_2D, texture); gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGB, gl.RGB, gl.UNSIGNED_BYTE, image); }; image.src = url; return obj; } function updateKeywords () { var displayKeywords = []; if (config.SHADING) { displayKeywords.push("SHADING"); } if (config.BLOOM) { displayKeywords.push("BLOOM"); } if (config.SUNRAYS) { displayKeywords.push("SUNRAYS"); } displayMaterial.setKeywords(displayKeywords); } updateKeywords(); initFramebuffers(); multipleSplats(parseInt(Math.random() * 20) + 5); var lastUpdateTime = Date.now(); var colorUpdateTimer = 0.0; update(); function update () { var dt = calcDeltaTime(); if (resizeCanvas()) { initFramebuffers(); } updateColors(dt); applyInputs(); if (!config.PAUSED) { step(dt); } render(null); requestAnimationFrame(update); } function calcDeltaTime () { var now = Date.now(); var dt = (now - lastUpdateTime) / 1000; dt = Math.min(dt, 0.016666); lastUpdateTime = now; return dt; } function resizeCanvas () { var width = scaleByPixelRatio(canvas.clientWidth); var height = scaleByPixelRatio(canvas.clientHeight); if (canvas.width != width || canvas.height != height) { canvas.width = width; canvas.height = height; return true; } return false; } function updateColors (dt) { if (!config.COLORFUL) { return; } colorUpdateTimer += dt * config.COLOR_UPDATE_SPEED; if (colorUpdateTimer >= 1) { colorUpdateTimer = wrap(colorUpdateTimer, 0, 1); pointers.forEach(function (p) { p.color = generateColor(); }); } } function applyInputs () { if (splatStack.length > 0) { multipleSplats(splatStack.pop()); } pointers.forEach(function (p) { if (p.moved) { p.moved = false; splatPointer(p); } }); } function step (dt) { gl.disable(gl.BLEND); gl.viewport(0, 0, velocity.width, velocity.height); curlProgram.bind(); gl.uniform2f(curlProgram.uniforms.texelSize, velocity.texelSizeX, velocity.texelSizeY); gl.uniform1i(curlProgram.uniforms.uVelocity, velocity.read.attach(0)); blit(curl.fbo); 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.fbo); velocity.swap(); divergenceProgram.bind(); gl.uniform2f(divergenceProgram.uniforms.texelSize, velocity.texelSizeX, velocity.texelSizeY); gl.uniform1i(divergenceProgram.uniforms.uVelocity, velocity.read.attach(0)); blit(divergence.fbo); clearProgram.bind(); gl.uniform1i(clearProgram.uniforms.uTexture, pressure.read.attach(0)); gl.uniform1f(clearProgram.uniforms.value, config.PRESSURE); blit(pressure.write.fbo); pressure.swap(); pressureProgram.bind(); gl.uniform2f(pressureProgram.uniforms.texelSize, velocity.texelSizeX, velocity.texelSizeY); gl.uniform1i(pressureProgram.uniforms.uDivergence, divergence.attach(0)); for (var i = 0; i < config.PRESSURE_ITERATIONS; i++) { gl.uniform1i(pressureProgram.uniforms.uPressure, pressure.read.attach(1)); blit(pressure.write.fbo); 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.fbo); 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); } var 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.fbo); velocity.swap(); gl.viewport(0, 0, dye.width, dye.height); 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.fbo); dye.swap(); } function render (target) { if (config.BLOOM) { applyBloom(dye.read, bloom); } if (config.SUNRAYS) { applySunrays(dye.read, dye.write, sunrays); blur(sunrays, sunraysTemp, 1); } if (target == null || !config.TRANSPARENT) { gl.blendFunc(gl.ONE, gl.ONE_MINUS_SRC_ALPHA); gl.enable(gl.BLEND); } else { gl.disable(gl.BLEND); } var width = target == null ? gl.drawingBufferWidth : target.width; var height = target == null ? gl.drawingBufferHeight : target.height; gl.viewport(0, 0, width, height); var fbo = target == null ? null : target.fbo; if (!config.TRANSPARENT) { drawColor(fbo, normalizeColor(config.BACK_COLOR)); } if (target == null && config.TRANSPARENT) { drawCheckerboard(fbo); } drawDisplay(fbo, width, height); } function drawColor (fbo, color) { colorProgram.bind(); gl.uniform4f(colorProgram.uniforms.color, color.r, color.g, color.b, 1); blit(fbo); } function drawCheckerboard (fbo) { checkerboardProgram.bind(); gl.uniform1f(checkerboardProgram.uniforms.aspectRatio, canvas.width / canvas.height); blit(fbo); } function drawDisplay (fbo, width, 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)); if (config.BLOOM) { gl.uniform1i(displayMaterial.uniforms.uBloom, bloom.attach(1)); gl.uniform1i(displayMaterial.uniforms.uDithering, ditheringTexture.attach(2)); var scale = getTextureScale(ditheringTexture, width, height); gl.uniform2f(displayMaterial.uniforms.ditherScale, scale.x, scale.y); } if (config.SUNRAYS) { gl.uniform1i(displayMaterial.uniforms.uSunrays, sunrays.attach(3)); } blit(fbo); } function applyBloom (source, destination) { if (bloomFramebuffers.length < 2) { return; } var last = destination; gl.disable(gl.BLEND); bloomPrefilterProgram.bind(); var knee = config.BLOOM_THRESHOLD * config.BLOOM_SOFT_KNEE + 0.0001; var curve0 = config.BLOOM_THRESHOLD - knee; var curve1 = knee * 2; var curve2 = 0.25 / knee; gl.uniform3f(bloomPrefilterProgram.uniforms.curve, curve0, curve1, curve2); gl.uniform1f(bloomPrefilterProgram.uniforms.threshold, config.BLOOM_THRESHOLD); gl.uniform1i(bloomPrefilterProgram.uniforms.uTexture, source.attach(0)); gl.viewport(0, 0, last.width, last.height); blit(last.fbo); bloomBlurProgram.bind(); for (var i = 0; i < bloomFramebuffers.length; i++) { var dest = bloomFramebuffers[i]; gl.uniform2f(bloomBlurProgram.uniforms.texelSize, last.texelSizeX, last.texelSizeY); gl.uniform1i(bloomBlurProgram.uniforms.uTexture, last.attach(0)); gl.viewport(0, 0, dest.width, dest.height); blit(dest.fbo); last = dest; } gl.blendFunc(gl.ONE, gl.ONE); gl.enable(gl.BLEND); for (var i$1 = bloomFramebuffers.length - 2; i$1 >= 0; i$1--) { var baseTex = bloomFramebuffers[i$1]; gl.uniform2f(bloomBlurProgram.uniforms.texelSize, last.texelSizeX, last.texelSizeY); gl.uniform1i(bloomBlurProgram.uniforms.uTexture, last.attach(0)); gl.viewport(0, 0, baseTex.width, baseTex.height); blit(baseTex.fbo); last = baseTex; } gl.disable(gl.BLEND); bloomFinalProgram.bind(); gl.uniform2f(bloomFinalProgram.uniforms.texelSize, last.texelSizeX, last.texelSizeY); gl.uniform1i(bloomFinalProgram.uniforms.uTexture, last.attach(0)); gl.uniform1f(bloomFinalProgram.uniforms.intensity, config.BLOOM_INTENSITY); gl.viewport(0, 0, destination.width, destination.height); blit(destination.fbo); } function applySunrays (source, mask, destination) { gl.disable(gl.BLEND); sunraysMaskProgram.bind(); gl.uniform1i(sunraysMaskProgram.uniforms.uTexture, source.attach(0)); gl.viewport(0, 0, mask.width, mask.height); blit(mask.fbo); sunraysProgram.bind(); gl.uniform1f(sunraysProgram.uniforms.weight, config.SUNRAYS_WEIGHT); gl.uniform1i(sunraysProgram.uniforms.uTexture, mask.attach(0)); gl.viewport(0, 0, destination.width, destination.height); blit(destination.fbo); } function blur (target, temp, iterations) { blurProgram.bind(); for (var i = 0; i < iterations; i++) { gl.uniform2f(blurProgram.uniforms.texelSize, target.texelSizeX, 0.0); gl.uniform1i(blurProgram.uniforms.uTexture, target.attach(0)); blit(temp.fbo); gl.uniform2f(blurProgram.uniforms.texelSize, 0.0, target.texelSizeY); gl.uniform1i(blurProgram.uniforms.uTexture, temp.attach(0)); blit(target.fbo); } } function splatPointer (pointer) { var dx = pointer.deltaX * config.SPLAT_FORCE; var dy = pointer.deltaY * config.SPLAT_FORCE; splat(pointer.texcoordX, pointer.texcoordY, dx, dy, pointer.color); } function multipleSplats (amount) { for (var i = 0; i < amount; i++) { var color = generateColor(); color.r *= 10.0; color.g *= 10.0; color.b *= 10.0; var x = Math.random(); var y = Math.random(); var dx = 1000 * (Math.random() - 0.5); var dy = 1000 * (Math.random() - 0.5); splat(x, y, dx, dy, color); } } function splat (x, y, dx, dy, color) { gl.viewport(0, 0, velocity.width, velocity.height); 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.fbo); velocity.swap(); gl.viewport(0, 0, dye.width, dye.height); gl.uniform1i(splatProgram.uniforms.uTarget, dye.read.attach(0)); gl.uniform3f(splatProgram.uniforms.color, color.r, color.g, color.b); blit(dye.write.fbo); dye.swap(); } function correctRadius (radius) { var aspectRatio = canvas.width / canvas.height; if (aspectRatio > 1) { radius *= aspectRatio; } return radius; } canvas.addEventListener('mousedown', function (e) { var posX = scaleByPixelRatio(e.offsetX); var posY = scaleByPixelRatio(e.offsetY); var pointer = pointers.find(function (p) { return p.id == -1; }); if (pointer == null) { pointer = new pointerPrototype(); } updatePointerDownData(pointer, -1, posX, posY); }); canvas.addEventListener('mousemove', function (e) { var pointer = pointers[0]; if (!pointer.down) { return; } var posX = scaleByPixelRatio(e.offsetX); var posY = scaleByPixelRatio(e.offsetY); updatePointerMoveData(pointer, posX, posY); }); window.addEventListener('mouseup', function () { updatePointerUpData(pointers[0]); }); canvas.addEventListener('touchstart', function (e) { e.preventDefault(); var touches = e.targetTouches; while (touches.length >= pointers.length) { pointers.push(new pointerPrototype()); } for (var i = 0; i < touches.length; i++) { var posX = scaleByPixelRatio(touches[i].pageX); var posY = scaleByPixelRatio(touches[i].pageY); updatePointerDownData(pointers[i + 1], touches[i].identifier, posX, posY); } }); canvas.addEventListener('touchmove', function (e) { e.preventDefault(); var touches = e.targetTouches; for (var i = 0; i < touches.length; i++) { var pointer = pointers[i + 1]; if (!pointer.down) { continue; } var posX = scaleByPixelRatio(touches[i].pageX); var posY = scaleByPixelRatio(touches[i].pageY); updatePointerMoveData(pointer, posX, posY); } }, false); window.addEventListener('touchend', function (e) { var touches = e.changedTouches; var loop = function ( i ) { var pointer = pointers.find(function (p) { return p.id == touches[i].identifier; }); if (pointer == null) { return; } updatePointerUpData(pointer); }; for (var i = 0; i < touches.length; i++) loop( i ); }); window.addEventListener('keydown', function (e) { if (e.code === 'KeyP') { config.PAUSED = !config.PAUSED; } if (e.key === ' ') { splatStack.push(parseInt(Math.random() * 20) + 5); } }); 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) { 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; } function updatePointerUpData (pointer) { pointer.down = false; } function correctDeltaX (delta) { var aspectRatio = canvas.width / canvas.height; if (aspectRatio < 1) { delta *= aspectRatio; } return delta; } function correctDeltaY (delta) { var aspectRatio = canvas.width / canvas.height; if (aspectRatio > 1) { delta /= aspectRatio; } return delta; } function generateColor() { // Generate a random hue value within the blue range var randomHue = 0.55 + Math.random() * 0.1; // Range: [0.5833, 0.75] // Convert the HSV color to RGB var c = HSVtoRGB(randomHue, 0.5, 0.5); // Adjust the intensity by multiplying the values (optional) c.r *= 0.15; c.g *= 0.15; c.b *= 0.15; return c; } function HSVtoRGB (h, s, v) { var 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: r, g: g, b: b }; } function normalizeColor (input) { var output = { r: input.r / 255, g: input.g / 255, b: input.b / 255 }; return output; } function wrap (value, min, max) { var range = max - min; if (range == 0) { return min; } return (value - min) % range + min; } function getResolution (resolution) { var aspectRatio = gl.drawingBufferWidth / gl.drawingBufferHeight; if (aspectRatio < 1) { aspectRatio = 1.0 / aspectRatio; } var min = Math.round(resolution); var max = Math.round(resolution * aspectRatio); if (gl.drawingBufferWidth > gl.drawingBufferHeight) { return { width: max, height: min }; } else { return { width: min, height: max }; } } function getTextureScale (texture, width, height) { return { x: width / texture.width, y: height / texture.height }; } function scaleByPixelRatio (input) { var pixelRatio = window.devicePixelRatio || 1; return Math.floor(input * pixelRatio); } function hashCode (s) { if (s.length == 0) { return 0; } var hash = 0; for (var i = 0; i < s.length; i++) { hash = (hash << 5) - hash + s.charCodeAt(i); hash |= 0; // Convert to 32bit integer } return hash; };