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   <title>Document</title>
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      section {
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         position: absolute;
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<body>

    
   <section>
      <canvas id="pretty-bg" width="375" height="216"></canvas>
   </section>
   <div>
        <td>4NK.NET FORUMUMUZ YAKINDA SİZLERLE...</td>
        <td>fARKLI OLMAYA,KALİTELİ BİR TOPLULUK YARATMAYA GELİYORUZ</td>
    </div>
   <script>
      'use strict';
const canvas = document.getElementById('pretty-bg');
if (canvas) {
    canvas.width = canvas.clientWidth;
    canvas.height = canvas.clientHeight;

    let config = {
        SIM_RESOLUTION: 128,
        DYE_RESOLUTION: 512,
        DENSITY_DISSIPATION: 0.99,
        VELOCITY_DISSIPATION: 0.98,
        PRESSURE_DISSIPATION: 0.8,
        PRESSURE_ITERATIONS: 20,
        CURL: 20,
        SPLAT_RADIUS: 0.8,
        SHADING: true,
        COLORFUL: true,
        PAUSED: false,
        BACK_COLOR: {
            r: 0,
            g: 0,
            b: 0
        },
        TRANSPARENT: true
    }

    function pointerPrototype() {
        this.id = -1;
        this.x = 0;
        this.y = 0;
        this.dx = 0;
        this.dy = 0;
        this.down = false;
        this.moved = false;
        this.color = [30, 0, 300];
    }

    let pointers = [];
    let splatStack = [];
    pointers.push(new pointerPrototype());

    const {
        gl,
        ext
    } = getWebGLContext(canvas);

    if (isMobile()) {
        config.DYE_RESOLUTION = 128;
        config.SHADING = false;
    }
    if (!ext.supportLinearFiltering)
        config.SHADING = false;


    function getWebGLContext(canvas) {
        const params = {
            alpha: true,
            depth: false,
            stencil: false,
            antialias: false,
            preserveDrawingBuffer: false
        };

        let gl = canvas.getContext('webgl2', params);
        const isWebGL2 = !!gl;
        if (!isWebGL2)
            gl = canvas.getContext('webgl', params) || canvas.getContext('experimental-webgl', params);

        let halfFloat;
        let 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);

        const halfFloatTexType = isWebGL2 ? gl.HALF_FLOAT : halfFloat.HALF_FLOAT_OES;
        let formatRGBA;
        let formatRG;
        let 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,
            ext: {
                formatRGBA,
                formatRG,
                formatR,
                halfFloatTexType,
                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,
            format
        }
    }

    function supportRenderTextureFormat(gl, internalFormat, format, type) {
        let 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);

        let fbo = gl.createFramebuffer();
        gl.bindFramebuffer(gl.FRAMEBUFFER, fbo);
        gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, texture, 0);

        const status = gl.checkFramebufferStatus(gl.FRAMEBUFFER);
        if (status != gl.FRAMEBUFFER_COMPLETE)
            return false;
        return true;
    }


    function clamp01(input) {
        return Math.min(Math.max(input, 0), 1);
    }


    function isMobile() {
        return /Mobi|Android/i.test(navigator.userAgent);
    }

    class GLProgram {
        constructor(vertexShader, fragmentShader) {
            this.uniforms = {};
            this.program = gl.createProgram();

            gl.attachShader(this.program, vertexShader);
            gl.attachShader(this.program, fragmentShader);
            gl.linkProgram(this.program);

            if (!gl.getProgramParameter(this.program, gl.LINK_STATUS))
                throw gl.getProgramInfoLog(this.program);

            const uniformCount = gl.getProgramParameter(this.program, gl.ACTIVE_UNIFORMS);
            for (let i = 0; i < uniformCount; i++) {
                const uniformName = gl.getActiveUniform(this.program, i).name;
                this.uniforms[uniformName] = gl.getUniformLocation(this.program, uniformName);
            }
        }

        bind() {
            gl.useProgram(this.program);
        }
    }

    function compileShader(type, source) {
        const shader = gl.createShader(type);
        gl.shaderSource(shader, source);
        gl.compileShader(shader);

        if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS))
            throw gl.getShaderInfoLog(shader);

        return shader;
    };

    const baseVertexShader = compileShader(gl.VERTEX_SHADER, `
    precision highp float;

    attribute vec2 aPosition;
    varying vec2 vUv;
    varying vec2 vL;
    varying vec2 vR;
    varying vec2 vT;
    varying vec2 vB;
    uniform vec2 texelSize;

    void main () {
        vUv = aPosition * 0.5 + 0.5;
        vL = vUv - vec2(texelSize.x, 0.0);
        vR = vUv + vec2(texelSize.x, 0.0);
        vT = vUv + vec2(0.0, texelSize.y);
        vB = vUv - vec2(0.0, texelSize.y);
        gl_Position = vec4(aPosition, 0.0, 1.0);
    }
`);

    const clearShader = compileShader(gl.FRAGMENT_SHADER, `
    precision mediump float;
    precision mediump sampler2D;

    varying highp vec2 vUv;
    uniform sampler2D uTexture;
    uniform float value;

    void main () {
        gl_FragColor = value * texture2D(uTexture, vUv);
    }
`);

    const colorShader = compileShader(gl.FRAGMENT_SHADER, `
    precision mediump float;

    uniform vec4 color;

    void main () {
        gl_FragColor = color;
    }
`);

    const backgroundShader = compileShader(gl.FRAGMENT_SHADER, `
    precision highp float;
    precision highp sampler2D;

    varying vec2 vUv;
    uniform sampler2D uTexture;
    uniform float aspectRatio;

    #define SCALE 25.0

    void main () {
        vec2 uv = floor(vUv * SCALE * vec2(aspectRatio, 1.0));
        float v = mod(uv.x + uv.y, 2.0);
        v = v * 0.1 + 0.8;
        gl_FragColor = vec4(vec3(v), 1.0);
    }
`);

    const displayShader = compileShader(gl.FRAGMENT_SHADER, `
    precision highp float;
    precision highp sampler2D;

    varying vec2 vUv;
    uniform sampler2D uTexture;

    void main () {
        vec3 C = texture2D(uTexture, vUv).rgb;
        float a = max(C.r, max(C.g, C.b));
        gl_FragColor = vec4(C, a);
    }
`);

    const displayShadingShader = compileShader(gl.FRAGMENT_SHADER, `
    precision highp float;
    precision highp sampler2D;

    varying vec2 vUv;
    varying vec2 vL;
    varying vec2 vR;
    varying vec2 vT;
    varying vec2 vB;
    uniform sampler2D uTexture;
    uniform vec2 texelSize;

    void main () {
        vec3 L = texture2D(uTexture, vL).rgb;
        vec3 R = texture2D(uTexture, vR).rgb;
        vec3 T = texture2D(uTexture, vT).rgb;
        vec3 B = texture2D(uTexture, vB).rgb;
        vec3 C = texture2D(uTexture, vUv).rgb;

        float dx = length(R) - length(L);
        float dy = length(T) - length(B);

        vec3 n = normalize(vec3(dx, dy, length(texelSize)));
        vec3 l = vec3(0.0, 0.0, 1.0);

        float diffuse = clamp(dot(n, l) + 0.7, 0.7, 1.0);
        C.rgb *= diffuse;

        float a = max(C.r, max(C.g, C.b));
        gl_FragColor = vec4(C, a);
    }
`);

    const splatShader = compileShader(gl.FRAGMENT_SHADER, `
    precision highp float;
    precision highp sampler2D;

    varying vec2 vUv;
    uniform sampler2D uTarget;
    uniform float aspectRatio;
    uniform vec3 color;
    uniform vec2 point;
    uniform float radius;

    void main () {
        vec2 p = vUv - point.xy;
        p.x *= aspectRatio;
        vec3 splat = exp(-dot(p, p) / radius) * color;
        vec3 base = texture2D(uTarget, vUv).xyz;
        gl_FragColor = vec4(base + splat, 1.0);
    }
`);

    const advectionManualFilteringShader = compileShader(gl.FRAGMENT_SHADER, `
    precision highp float;
    precision highp sampler2D;

    varying vec2 vUv;
    uniform sampler2D uVelocity;
    uniform sampler2D uSource;
    uniform vec2 texelSize;
    uniform vec2 dyeTexelSize;
    uniform float dt;
    uniform float dissipation;

    vec4 bilerp (sampler2D sam, vec2 uv, vec2 tsize) {
        vec2 st = uv / tsize - 0.5;

        vec2 iuv = floor(st);
        vec2 fuv = fract(st);

        vec4 a = texture2D(sam, (iuv + vec2(0.5, 0.5)) * tsize);
        vec4 b = texture2D(sam, (iuv + vec2(1.5, 0.5)) * tsize);
        vec4 c = texture2D(sam, (iuv + vec2(0.5, 1.5)) * tsize);
        vec4 d = texture2D(sam, (iuv + vec2(1.5, 1.5)) * tsize);

        return mix(mix(a, b, fuv.x), mix(c, d, fuv.x), fuv.y);
    }

    void main () {
        vec2 coord = vUv - dt * bilerp(uVelocity, vUv, texelSize).xy * texelSize;
        gl_FragColor = dissipation * bilerp(uSource, coord, dyeTexelSize);
        gl_FragColor.a = 1.0;
    }
`);

    const advectionShader = compileShader(gl.FRAGMENT_SHADER, `
    precision highp float;
    precision highp sampler2D;

    varying vec2 vUv;
    uniform sampler2D uVelocity;
    uniform sampler2D uSource;
    uniform vec2 texelSize;
    uniform float dt;
    uniform float dissipation;

    void main () {
        vec2 coord = vUv - dt * texture2D(uVelocity, vUv).xy * texelSize;
        gl_FragColor = dissipation * texture2D(uSource, coord);
        gl_FragColor.a = 1.0;
    }
`);

    const divergenceShader = compileShader(gl.FRAGMENT_SHADER, `
    precision mediump float;
    precision mediump sampler2D;

    varying highp vec2 vUv;
    varying highp vec2 vL;
    varying highp vec2 vR;
    varying highp vec2 vT;
    varying highp vec2 vB;
    uniform sampler2D uVelocity;

    void main () {
        float L = texture2D(uVelocity, vL).x;
        float R = texture2D(uVelocity, vR).x;
        float T = texture2D(uVelocity, vT).y;
        float B = texture2D(uVelocity, vB).y;

        vec2 C = texture2D(uVelocity, vUv).xy;
        if (vL.x < 0.0) { L = -C.x; }
        if (vR.x > 1.0) { R = -C.x; }
        if (vT.y > 1.0) { T = -C.y; }
        if (vB.y < 0.0) { B = -C.y; }

        float div = 0.5 * (R - L + T - B);
        gl_FragColor = vec4(div, 0.0, 0.0, 1.0);
    }
`);

    const curlShader = compileShader(gl.FRAGMENT_SHADER, `
    precision mediump float;
    precision mediump sampler2D;

    varying highp vec2 vUv;
    varying highp vec2 vL;
    varying highp vec2 vR;
    varying highp vec2 vT;
    varying highp vec2 vB;
    uniform sampler2D uVelocity;

    void main () {
        float L = texture2D(uVelocity, vL).y;
        float R = texture2D(uVelocity, vR).y;
        float T = texture2D(uVelocity, vT).x;
        float B = texture2D(uVelocity, vB).x;
        float vorticity = R - L - T + B;
        gl_FragColor = vec4(0.5 * vorticity, 0.0, 0.0, 1.0);
    }
`);

    const vorticityShader = compileShader(gl.FRAGMENT_SHADER, `
    precision highp float;
    precision highp sampler2D;

    varying vec2 vUv;
    varying vec2 vL;
    varying vec2 vR;
    varying vec2 vT;
    varying vec2 vB;
    uniform sampler2D uVelocity;
    uniform sampler2D uCurl;
    uniform float curl;
    uniform float dt;

    void main () {
        float L = texture2D(uCurl, vL).x;
        float R = texture2D(uCurl, vR).x;
        float T = texture2D(uCurl, vT).x;
        float B = texture2D(uCurl, vB).x;
        float C = texture2D(uCurl, vUv).x;

        vec2 force = 0.5 * vec2(abs(T) - abs(B), abs(R) - abs(L));
        force /= length(force) + 0.0001;
        force *= curl * C;
        force.y *= -1.0;

        vec2 vel = texture2D(uVelocity, vUv).xy;
        gl_FragColor = vec4(vel + force * dt, 0.0, 1.0);
    }
`);

    const pressureShader = compileShader(gl.FRAGMENT_SHADER, `
    precision mediump float;
    precision mediump sampler2D;

    varying highp vec2 vUv;
    varying highp vec2 vL;
    varying highp vec2 vR;
    varying highp vec2 vT;
    varying highp vec2 vB;
    uniform sampler2D uPressure;
    uniform sampler2D uDivergence;

    vec2 boundary (vec2 uv) {
        return uv;
        // uncomment if you use wrap or repeat texture mode
        // uv = min(max(uv, 0.0), 1.0);
        // return uv;
    }

    void main () {
        float L = texture2D(uPressure, boundary(vL)).x;
        float R = texture2D(uPressure, boundary(vR)).x;
        float T = texture2D(uPressure, boundary(vT)).x;
        float B = texture2D(uPressure, boundary(vB)).x;
        float C = texture2D(uPressure, vUv).x;
        float divergence = texture2D(uDivergence, vUv).x;
        float pressure = (L + R + B + T - divergence) * 0.25;
        gl_FragColor = vec4(pressure, 0.0, 0.0, 1.0);
    }
`);

    const gradientSubtractShader = compileShader(gl.FRAGMENT_SHADER, `
    precision mediump float;
    precision mediump sampler2D;

    varying highp vec2 vUv;
    varying highp vec2 vL;
    varying highp vec2 vR;
    varying highp vec2 vT;
    varying highp vec2 vB;
    uniform sampler2D uPressure;
    uniform sampler2D uVelocity;

    vec2 boundary (vec2 uv) {
        return uv;
        // uv = min(max(uv, 0.0), 1.0);
        // return uv;
    }

    void main () {
        float L = texture2D(uPressure, boundary(vL)).x;
        float R = texture2D(uPressure, boundary(vR)).x;
        float T = texture2D(uPressure, boundary(vT)).x;
        float B = texture2D(uPressure, boundary(vB)).x;
        vec2 velocity = texture2D(uVelocity, vUv).xy;
        velocity.xy -= vec2(R - L, T - B);
        gl_FragColor = vec4(velocity, 0.0, 1.0);
    }
`);

    const blit = (() => {
        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 (destination) => {
            gl.bindFramebuffer(gl.FRAMEBUFFER, destination);
            gl.drawElements(gl.TRIANGLES, 6, gl.UNSIGNED_SHORT, 0);
        }
    })();

    let simWidth;
    let simHeight;
    let dyeWidth;
    let dyeHeight;
    let density;
    let velocity;
    let divergence;
    let curl;
    let pressure;

    const clearProgram = new GLProgram(baseVertexShader, clearShader);
    const colorProgram = new GLProgram(baseVertexShader, colorShader);
    const backgroundProgram = new GLProgram(baseVertexShader, backgroundShader);
    const displayProgram = new GLProgram(baseVertexShader, displayShader);
    const displayShadingProgram = new GLProgram(baseVertexShader, displayShadingShader);
    const splatProgram = new GLProgram(baseVertexShader, splatShader);
    const advectionProgram = new GLProgram(baseVertexShader, ext.supportLinearFiltering ? advectionShader : advectionManualFilteringShader);
    const divergenceProgram = new GLProgram(baseVertexShader, divergenceShader);
    const curlProgram = new GLProgram(baseVertexShader, curlShader);
    const vorticityProgram = new GLProgram(baseVertexShader, vorticityShader);
    const pressureProgram = new GLProgram(baseVertexShader, pressureShader);
    const gradienSubtractProgram = new GLProgram(baseVertexShader, gradientSubtractShader);

    function initFramebuffers() {
        let simRes = getResolution(config.SIM_RESOLUTION);
        let dyeRes = getResolution(config.DYE_RESOLUTION);

        simWidth = simRes.width;
        simHeight = simRes.height;
        dyeWidth = dyeRes.width;
        dyeHeight = dyeRes.height;

        const texType = ext.halfFloatTexType;
        const rgba = ext.formatRGBA;
        const rg = ext.formatRG;
        const r = ext.formatR;

        density = createDoubleFBO(2, dyeWidth, dyeHeight, rgba.internalFormat, rgba.format, texType, ext.supportLinearFiltering ? gl.LINEAR : gl.NEAREST);
        velocity = createDoubleFBO(0, simWidth, simHeight, rg.internalFormat, rg.format, texType, ext.supportLinearFiltering ? gl.LINEAR : gl.NEAREST);
        divergence = createFBO(4, simWidth, simHeight, r.internalFormat, r.format, texType, gl.NEAREST);
        curl = createFBO(5, simWidth, simHeight, r.internalFormat, r.format, texType, gl.NEAREST);
        pressure = createDoubleFBO(6, simWidth, simHeight, r.internalFormat, r.format, texType, gl.NEAREST);
    }

    function getResolution(resolution) {
        let aspectRatio = gl.drawingBufferWidth / gl.drawingBufferHeight;
        if (aspectRatio < 1)
            aspectRatio = 1.0 / aspectRatio;

        let max = Math.round(resolution * aspectRatio);
        let min = Math.round(resolution);

        if (gl.drawingBufferWidth > gl.drawingBufferHeight)
            return {
                width: max,
                height: min
            };
        else
            return {
                width: min,
                height: max
            };
    }

    function createFBO(texId, w, h, internalFormat, format, type, param) {
        gl.activeTexture(gl.TEXTURE0 + texId);
        let 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);

        let 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);

        return {
            texture,
            fbo,
            texId
        };
    }

    function createDoubleFBO(texId, w, h, internalFormat, format, type, param) {
        let fbo1 = createFBO(texId, w, h, internalFormat, format, type, param);
        let fbo2 = createFBO(texId + 1, w, h, internalFormat, format, type, param);

        return {
            get read() {
                return fbo1;
            },
            get write() {
                return fbo2;
            },
            swap() {
                let temp = fbo1;
                fbo1 = fbo2;
                fbo2 = temp;
            }
        }
    }

    initFramebuffers();

    let lastColorChangeTime = Date.now();

    update();

    function update() {
        resizeCanvas();
        input();
        if (!config.PAUSED)
            step(0.016);
        render(null);
        requestAnimationFrame(update);
    }

    function input() {
        if (splatStack.length > 0)
            multipleSplats(splatStack.pop());

        for (let i = 0; i < pointers.length; i++) {
            const p = pointers[i];
            if (p.moved) {
                splat(p.x, p.y, p.dx, p.dy, p.color);
                p.moved = false;
            }
        }

        if (!config.COLORFUL)
            return;

        if (lastColorChangeTime + 100 < Date.now()) {
            lastColorChangeTime = Date.now();
            for (let i = 0; i < pointers.length; i++) {
                const p = pointers[i];
                p.color = generateColor();
            }
        }
    }

    function step(dt) {
        gl.disable(gl.BLEND);
        gl.viewport(0, 0, simWidth, simHeight);

        curlProgram.bind();
        gl.uniform2f(curlProgram.uniforms.texelSize, 1.0 / simWidth, 1.0 / simHeight);
        gl.uniform1i(curlProgram.uniforms.uVelocity, velocity.read.texId);
        blit(curl.fbo);

        vorticityProgram.bind();
        gl.uniform2f(vorticityProgram.uniforms.texelSize, 1.0 / simWidth, 1.0 / simHeight);
        gl.uniform1i(vorticityProgram.uniforms.uVelocity, velocity.read.texId);
        gl.uniform1i(vorticityProgram.uniforms.uCurl, curl.texId);
        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, 1.0 / simWidth, 1.0 / simHeight);
        gl.uniform1i(divergenceProgram.uniforms.uVelocity, velocity.read.texId);
        blit(divergence.fbo);

        clearProgram.bind();
        let pressureTexId = pressure.read.texId;
        gl.activeTexture(gl.TEXTURE0 + pressureTexId);
        gl.bindTexture(gl.TEXTURE_2D, pressure.read.texture);
        gl.uniform1i(clearProgram.uniforms.uTexture, pressureTexId);
        gl.uniform1f(clearProgram.uniforms.value, config.PRESSURE_DISSIPATION);
        blit(pressure.write.fbo);
        pressure.swap();

        pressureProgram.bind();
        gl.uniform2f(pressureProgram.uniforms.texelSize, 1.0 / simWidth, 1.0 / simHeight);
        gl.uniform1i(pressureProgram.uniforms.uDivergence, divergence.texId);
        pressureTexId = pressure.read.texId;
        gl.uniform1i(pressureProgram.uniforms.uPressure, pressureTexId);
        gl.activeTexture(gl.TEXTURE0 + pressureTexId);
        for (let i = 0; i < config.PRESSURE_ITERATIONS; i++) {
            gl.bindTexture(gl.TEXTURE_2D, pressure.read.texture);
            blit(pressure.write.fbo);
            pressure.swap();
        }

        gradienSubtractProgram.bind();
        gl.uniform2f(gradienSubtractProgram.uniforms.texelSize, 1.0 / simWidth, 1.0 / simHeight);
        gl.uniform1i(gradienSubtractProgram.uniforms.uPressure, pressure.read.texId);
        gl.uniform1i(gradienSubtractProgram.uniforms.uVelocity, velocity.read.texId);
        blit(velocity.write.fbo);
        velocity.swap();

        advectionProgram.bind();
        gl.uniform2f(advectionProgram.uniforms.texelSize, 1.0 / simWidth, 1.0 / simHeight);
        if (!ext.supportLinearFiltering)
            gl.uniform2f(advectionProgram.uniforms.dyeTexelSize, 1.0 / simWidth, 1.0 / simHeight);
        gl.uniform1i(advectionProgram.uniforms.uVelocity, velocity.read.texId);
        gl.uniform1i(advectionProgram.uniforms.uSource, velocity.read.texId);
        gl.uniform1f(advectionProgram.uniforms.dt, dt);
        gl.uniform1f(advectionProgram.uniforms.dissipation, config.VELOCITY_DISSIPATION);
        blit(velocity.write.fbo);
        velocity.swap();

        gl.viewport(0, 0, dyeWidth, dyeHeight);

        if (!ext.supportLinearFiltering)
            gl.uniform2f(advectionProgram.uniforms.dyeTexelSize, 1.0 / dyeWidth, 1.0 / dyeHeight);
        gl.uniform1i(advectionProgram.uniforms.uVelocity, velocity.read.texId);
        gl.uniform1i(advectionProgram.uniforms.uSource, density.read.texId);
        gl.uniform1f(advectionProgram.uniforms.dissipation, config.DENSITY_DISSIPATION);
        blit(density.write.fbo);
        density.swap();
    }

    function render(target) {
        if (target == null || !config.TRANSPARENT) {
            gl.blendFunc(gl.ONE, gl.ONE_MINUS_SRC_ALPHA);
            gl.enable(gl.BLEND);
        } else {
            gl.disable(gl.BLEND);
        }

        let width = target == null ? gl.drawingBufferWidth : dyeWidth;
        let height = target == null ? gl.drawingBufferHeight : dyeHeight;

        gl.viewport(0, 0, width, height);

        if (!config.TRANSPARENT) {
            colorProgram.bind();
            let bc = config.BACK_COLOR;
            gl.uniform4f(colorProgram.uniforms.color, bc.r / 255, bc.g / 255, bc.b / 255, 1);
            blit(target);
        }

        if (target == null && config.TRANSPARENT) {
            backgroundProgram.bind();
            // gl.uniform1f(backgroundProgram.uniforms.aspectRatio, canvas.width / canvas.height);
            // blit(null);
        }

        if (config.SHADING) {
            displayShadingProgram.bind();
            gl.uniform2f(displayShadingProgram.uniforms.texelSize, 1.0 / width, 1.0 / height);
            gl.uniform1i(displayShadingProgram.uniforms.uTexture, density.read.texId);
        } else {
            displayProgram.bind();
            gl.uniform1i(displayProgram.uniforms.uTexture, density.read.texId);
        }

        blit(target);
    }

    function splat(x, y, dx, dy, color) {
        gl.viewport(0, 0, simWidth, simHeight);
        splatProgram.bind();
        gl.uniform1i(splatProgram.uniforms.uTarget, velocity.read.texId);
        gl.uniform1f(splatProgram.uniforms.aspectRatio, canvas.width / canvas.height);
        gl.uniform2f(splatProgram.uniforms.point, x / canvas.width, 1.0 - y / canvas.height);
        gl.uniform3f(splatProgram.uniforms.color, dx, -dy, 1.0);
        gl.uniform1f(splatProgram.uniforms.radius, config.SPLAT_RADIUS / 100.0);
        blit(velocity.write.fbo);
        velocity.swap();

        gl.viewport(0, 0, dyeWidth, dyeHeight);
        gl.uniform1i(splatProgram.uniforms.uTarget, density.read.texId);
        gl.uniform3f(splatProgram.uniforms.color, color.r, color.g, color.b);
        blit(density.write.fbo);
        density.swap();
    }

    function multipleSplats(amount, move = false) {
        for (let i = 0; i < amount; i++) {
            const color = generateColor();
            color.r *= 10.0;
            color.g *= 10.0;
            color.b *= 10.0;
            var x = canvas.width * Math.random();
            var y = canvas.height * Math.random();
            var dx = 1000 * (Math.random() - 0.5);
            var dy = 1000 * (Math.random() - 0.5);
            if (move) {
                x = canvas.width / 2;
                y = canvas.height / 2;
                dx = 1000 * (Math.random() - 0.5);
                dy = 1000 * (Math.random() - 0.5);
            }
            splat(x, y, dx, dy, color);
        }
    }

    function resizeCanvas() {
        if (canvas.width != canvas.clientWidth || canvas.height != canvas.clientHeight) {
            canvas.width = canvas.clientWidth;
            canvas.height = canvas.clientHeight;
            initFramebuffers();
        }
    }
    // setInterval(function(){
    //     multipleSplats(1, true);
    // },900)
    var my_dx = 0;
    var my_dy = 0;
    var my_color = generateColor();
    canvas.addEventListener('mousemove', e => {

    splat(e.offsetX,e.offsetY, (e.offsetX - my_dx)*5, (e.offsetY - my_dy)*5, my_color);
    my_dx = e.offsetX;
    my_dy = e.offsetY;
    });

        setInterval(function(){
            my_color = generateColor();  
        }, 500);

    // var f = true;
    canvas.addEventListener('touchmove', e => {
        // if (f){
        //     f = false;
        // }
        // multipleSplats(1, true);
        e.preventDefault();
        const touches = e.targetTouches;
        for (let i = 0; i < touches.length; i++) {
            let pointer = pointers[i];
            pointer.moved = pointer.down;
            pointer.dx = (touches[i].pageX - pointer.x) * 8.0;
            pointer.dy = (touches[i].pageY - pointer.y) * 8.0;
            pointer.x = touches[i].pageX;
            pointer.y = touches[i].pageY;
        }
    }, false);

    // canvas.addEventListener('mousedown', () => {
    //     pointers[0].color = generateColor();
    // });
    // pointers[0].color = generateColor();


    canvas.addEventListener('touchstart', e => {
        e.preventDefault();
        const touches = e.targetTouches;
        for (let i = 0; i < touches.length; i++) {
            if (i >= pointers.length)
                pointers.push(new pointerPrototype());

            pointers[i].id = touches[i].identifier;
            pointers[i].down = true;
            pointers[i].x = touches[i].pageX;
            pointers[i].y = touches[i].pageY;
            pointers[i].color = generateColor();
        }
    });

    window.addEventListener('mouseup', () => {
        pointers[0].down = false;
    });

    window.addEventListener('touchend', e => {
        const touches = e.changedTouches;
        for (let i = 0; i < touches.length; i++)
            for (let j = 0; j < pointers.length; j++)
                if (touches[i].identifier == pointers[j].id)
                    pointers[j].down = false;
    });

    window.addEventListener('keydown', e => {
        if (e.key === 'p')
            config.PAUSED = !config.PAUSED;
    });

    function generateColor() {
        // let c = HSVtoRGB(0.2518, 0.9430, 0.7569);
        // var f = Math.random(1);
        // console.log(f);
        // let colors = [
        //     HSVtoRGB(0.4713, 0.4819, 0.7569),
        //     HSVtoRGB(0.6104, 0.3776, 0.7686),
        //     HSVtoRGB(0.0254, 0.5481, 0.9373),
        //     HSVtoRGB(0.0608, 0.4948, 0.7608),
        //     HSVtoRGB(0.6140, 0.0748, 0.9961),
        // ]
        // let first = HSVtoRGB(0.4713, 0.4819, 0.7569);
        // let second = HSVtoRGB(0.6104, 0.3776, 0.7686);
        // let third = HSVtoRGB(0.0254, 0.5481, 0.9373);
        // let fourth = HSVtoRGB(0.0608, 0.4948, 0.7608);
        // let fifth = HSVtoRGB(0.6140, 0.0748, 0.9961);
        // let f = getRandomInt(0,4);

        // let c;

        // c = colors[f];
        // let c = {
        //     r = 100,
        //     g = 193,
        //     b = 177
        //     };
        // console.log(c);
        // c.r *= 0.1;
        // c.g *= 0.1;
        // c.b *= 0.1;
        let c = HSVtoRGB(Math.random(), 1.0, 1.0);
        c.r *= 0.15;
        c.g *= 0.15;
        c.b *= 0.15;
        return c;
        return c;
    }

    function getRandomInt(min, max) {
        min = Math.ceil(min);
        max = Math.floor(max);
        return Math.floor(Math.random() * (max - min + 1)) + min;
    }

    function HSVtoRGB(h, s, v) {
        let 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,
            g,
            b
        };
    }
}
   </script>
</body>
</html>
[CENTER][/CENTER]