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<section id='container'>
<h1 class='a-title'>Move the mouse</h1>
<h2 class='a-second-title'>See the magic</h2>
<canvas></canvas>
</section>
html,
body {
overflow: hidden;
}
body {
margin: 0;
position: absolute;
width: 100%;
height: 100%;
}
#container {
margin: 0;
padding: 0;
display: flex;
flex-direction: column;
justify-content: center;
align-items: center;
width: 100%;
height: 100%;
background:gainsboro
}
.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%;
}
'use strict';
const canvas = document.getElementsByTagName('canvas')[0];
resizeCanvas();
let config = {
SIM_RESOLUTION: 128,
DYE_RESOLUTION: 1024,
CAPTURE_RESOLUTION: 512,
DENSITY_DISSIPATION: 0.58,
VELOCITY_DISSIPATION: 0.57,
PRESSURE: 0.9,
PRESSURE_ITERATIONS: 25,
CURL: 1,
SPLAT_RADIUS: 0.01,
SPLAT_FORCE: 6000,
SHADING: true,
COLORFUL: true,
COLOR_UPDATE_SPEED: .9,
BACK_COLOR: { r: 0, g: 0, b: 0 },
TRANSPARENT: true,
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 (!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 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 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 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)
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 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 = true;
}
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 () {
var c = HSVtoRGB(Math.random(), 1.0, 1.0);
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;
};
Also see: Tab Triggers