| <!DOCTYPE html> |
| <html lang="en"> |
| <head> |
| <meta charset="UTF-8"> |
| <meta name="viewport" content="width=device-width, initial-scale=1.0"> |
| <title>Fluid Simulation</title> |
| <style> |
| body, html { |
| margin: 0; |
| padding: 0; |
| overflow: hidden; |
| background-color: black; |
| } |
| canvas { |
| display: block; |
| } |
| </style> |
| </head> |
| <body> |
| <canvas id="canvas"></canvas> |
| <script> |
| const canvas = document.getElementById('canvas'); |
| const gl = canvas.getContext('webgl'); |
| |
| canvas.width = window.innerWidth; |
| canvas.height = window.innerHeight; |
| |
| const vertexShaderSource = ` |
| attribute vec2 a_position; |
| void main() { |
| gl_Position = vec4(a_position, 0.0, 1.0); |
| } |
| `; |
| |
| const fragmentShaderSource = ` |
| precision highp float; |
| uniform vec2 u_resolution; |
| uniform float u_time; |
| |
| // Converts HSV to RGB |
| vec3 hsv2rgb(vec3 c) { |
| vec4 K = vec4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0); |
| vec3 p = abs(fract(c.xxx + K.xyz) * 6.0 - K.www); |
| return c.z * mix(K.xxx, clamp(p - K.xxx, 0.0, 1.0), c.y); |
| } |
| |
| void main() { |
| vec2 st = gl_FragCoord.xy / u_resolution; |
| st.x *= u_resolution.x / u_resolution.y; |
| |
| float colorHue = mod(u_time * 0.1 + length(st - 0.5), 1.0); |
| float colorValue = smoothstep(0.0, 0.5, 0.5 - length(st - 0.5)); |
| |
| vec3 color = hsv2rgb(vec3(colorHue, 1.0, colorValue)); |
| |
| gl_FragColor = vec4(color, 1.0); |
| } |
| `; |
| |
| function createShader(gl, type, source) { |
| const shader = gl.createShader(type); |
| gl.shaderSource(shader, source); |
| gl.compileShader(shader); |
| if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) { |
| console.error(gl.getShaderInfoLog(shader)); |
| gl.deleteShader(shader); |
| return null; |
| } |
| return shader; |
| } |
| |
| function createProgram(gl, vertexShader, fragmentShader) { |
| const program = gl.createProgram(); |
| gl.attachShader(program, vertexShader); |
| gl.attachShader(program, fragmentShader); |
| gl.linkProgram(program); |
| if (!gl.getProgramParameter(program, gl.LINK_STATUS)) { |
| console.error(gl.getProgramInfoLog(program)); |
| gl.deleteProgram(program); |
| return null; |
| } |
| return program; |
| } |
| |
| const vertexShader = createShader(gl, gl.VERTEX_SHADER, vertexShaderSource); |
| const fragmentShader = createShader(gl, gl.FRAGMENT_SHADER, fragmentShaderSource); |
| const program = createProgram(gl, vertexShader, fragmentShader); |
| |
| const positionBuffer = gl.createBuffer(); |
| gl.bindBuffer(gl.ARRAY_BUFFER, positionBuffer); |
| gl.bufferData(gl.ARRAY_BUFFER, new Float32Array([ |
| -1, -1, |
| 1, -1, |
| -1, 1, |
| -1, 1, |
| 1, -1, |
| 1, 1, |
| ]), gl.STATIC_DRAW); |
| |
| const positionLocation = gl.getAttribLocation(program, 'a_position'); |
| const resolutionLocation = gl.getUniformLocation(program, 'u_resolution'); |
| const timeLocation = gl.getUniformLocation(program, 'u_time'); |
| |
| function render(time) { |
| time *= 0.001; |
| |
| gl.viewport(0, 0, gl.canvas.width, gl.canvas.height); |
| |
| gl.clearColor(0, 0, 0, 1); |
| gl.clear(gl.COLOR_BUFFER_BIT); |
| |
| gl.useProgram(program); |
| |
| gl.bindBuffer(gl.ARRAY_BUFFER, positionBuffer); |
| gl.enableVertexAttribArray(positionLocation); |
| gl.vertexAttribPointer(positionLocation, 2, gl.FLOAT, false, 0, 0); |
| |
| gl.uniform2f(resolutionLocation, gl.canvas.width, gl.canvas.height); |
| gl.uniform1f(timeLocation, time); |
| |
| gl.drawArrays(gl.TRIANGLES, 0, 6); |
| |
| requestAnimationFrame(render); |
| } |
| |
| requestAnimationFrame(render); |
| </script> |
| </body> |
| </html> |
|
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