diff --git a/script.js b/script.js index 4a6821b..7f0fe25 100644 --- a/script.js +++ b/script.js @@ -120,65 +120,65 @@ let pressure = createDoubleFBO(TEXTURE_WIDTH, TEXTURE_HEIGHT); let gradientSubtract = createFBO(TEXTURE_WIDTH, TEXTURE_HEIGHT); const baseVertexShader = compileShader(gl.VERTEX_SHADER, ` - attribute vec2 aPosition; - varying vec2 vUv; + attribute vec2 aPosition; + varying vec2 vUv; - void main () { - vUv = aPosition * 0.5 + 0.5; - gl_Position = vec4(aPosition, 0.0, 1.0); - } + void main () { + vUv = aPosition * 0.5 + 0.5; + gl_Position = vec4(aPosition, 0.0, 1.0); + } `); const displayShader = compileShader(gl.FRAGMENT_SHADER, ` - precision highp float; + precision highp float; - varying vec2 vUv; + varying vec2 vUv; uniform sampler2D uTexture; - void main () { + void main () { gl_FragColor = texture2D(uTexture, vUv); - } + } `); const testShader = compileShader(gl.FRAGMENT_SHADER, ` - precision highp float; + precision highp float; - varying vec2 vUv; + varying vec2 vUv; uniform sampler2D uTexture; uniform vec2 uMouse; - void main () { - vec4 color = texture2D(uTexture, vUv); + void main () { + vec4 color = texture2D(uTexture, vUv); // gl_FragColor = vec4(vUv.xy, uMouse.x, 1.0);// + color; gl_FragColor = color + vec4(0.0, 0.005, 0.0, 0.0); - } + } `); const initDensityShader = compileShader(gl.FRAGMENT_SHADER, ` - precision highp float; + precision highp float; - varying vec2 vUv; + varying vec2 vUv; - void main () { + void main () { float d = mod(floor(vUv.x * 10.0) + floor(vUv.y * 10.0), 2.0); gl_FragColor = vec4(vec3(d), 1.0); - } + } `); const initVelocityShader = compileShader(gl.FRAGMENT_SHADER, ` - precision highp float; + precision highp float; - varying vec2 vUv; + varying vec2 vUv; - void main () { + void main () { gl_FragColor = vec4(sin(6.28 * vUv.y), sin(6.28 * vUv.x), 0.0, 1.0); - } + } `); const advectionShader = compileShader(gl.FRAGMENT_SHADER, ` - precision highp float; + precision highp float; - varying vec2 vUv; + varying vec2 vUv; uniform sampler2D uVelocity; uniform sampler2D uSource; uniform vec2 wh_inv; @@ -186,23 +186,23 @@ const advectionShader = compileShader(gl.FRAGMENT_SHADER, ` uniform float rdx; uniform float dissipation; - void main () { + void main () { vec2 velocity = texture2D(uVelocity, vUv).xy; vec2 back_pos = vUv - dt * rdx * velocity * wh_inv; gl_FragColor = dissipation * texture2D(uSource, back_pos); gl_FragColor.a = 1.0; - } + } `); const divergenceShader = compileShader(gl.FRAGMENT_SHADER, ` - precision highp float; + precision highp float; - varying vec2 vUv; + varying vec2 vUv; uniform sampler2D uVelocity; uniform vec2 wh_inv; uniform float halfrdx; - void main () { + void main () { vec2 T = texture2D(uVelocity, vUv + vec2(0.0, wh_inv.y)).xy; vec2 B = texture2D(uVelocity, vUv - vec2(0.0, wh_inv.y)).xy; vec2 R = texture2D(uVelocity, vUv + vec2(wh_inv.x, 0.0)).xy; @@ -210,19 +210,19 @@ const divergenceShader = compileShader(gl.FRAGMENT_SHADER, ` //vec2 C = texture2D(uVelocity, vUv).xy; float div = halfrdx * ((R.x - L.x) + (T.y - B.y)); gl_FragColor = vec4(div, 0.0, 0.0, 1.0); - } + } `); const pressureShader = compileShader(gl.FRAGMENT_SHADER, ` - precision highp float; + precision highp float; - varying vec2 vUv; + varying vec2 vUv; uniform sampler2D uPressure; uniform sampler2D uDivergence; uniform vec2 wh_inv; uniform float alpha; - void main () { + void main () { float T = texture2D(uPressure, vUv + vec2(0.0, wh_inv.y)).x; float B = texture2D(uPressure, vUv - vec2(0.0, wh_inv.y)).x; float R = texture2D(uPressure, vUv + vec2(wh_inv.x, 0.0)).x; @@ -230,21 +230,21 @@ const pressureShader = compileShader(gl.FRAGMENT_SHADER, ` float divergence = texture2D(uDivergence, vUv).x; float pressure = (L + R + B + T + alpha * divergence) * .25; - + gl_FragColor = vec4(pressure, 0.0, 0.0, 1.0); - } + } `); const gradientSubtractShader = compileShader(gl.FRAGMENT_SHADER, ` - precision highp float; + precision highp float; - varying vec2 vUv; + varying vec2 vUv; uniform sampler2D uPressure; uniform sampler2D uVelocity; uniform vec2 wh_inv; uniform float halfrdx; - void main () { + void main () { float T = texture2D(uPressure, vUv + vec2(0.0, wh_inv.y)).x; float B = texture2D(uPressure, vUv - vec2(0.0, wh_inv.y)).x; float R = texture2D(uPressure, vUv + vec2(wh_inv.x, 0.0)).x; @@ -252,9 +252,9 @@ const gradientSubtractShader = compileShader(gl.FRAGMENT_SHADER, ` vec2 velocity = texture2D(uVelocity, vUv).xy; vec2 result = velocity - halfrdx * vec2(R - L, T - B); - + gl_FragColor = vec4(result, 0.0, 1.0); - } + } `); const displayProgram = new GLProgram(baseVertexShader, displayShader); @@ -288,7 +288,7 @@ function Update () { gl.bindTexture(gl.TEXTURE_2D, velocity.first[0]); gl.activeTexture(gl.TEXTURE0 + 1); gl.bindTexture(gl.TEXTURE_2D, density.first[0]); - + // advect density advectionProgram.bind(); gl.uniform1i(advectionProgram.uniforms.uVelocity, 0); @@ -356,11 +356,11 @@ function Update () { } function resizeCanvas () { - if (canvas.width != canvas.clientWidth || canvas.height != canvas.clientHeight) { - const displayHeight = canvas.clientHeight; - canvas.width = canvas.clientWidth; - canvas.height = displayHeight; - } + if (canvas.width != canvas.clientWidth || canvas.height != canvas.clientHeight) { + const displayHeight = canvas.clientHeight; + canvas.width = canvas.clientWidth; + canvas.height = displayHeight; + } } window.addEventListener('mousemove', (e) => {