• 25-01-2024, 01:00:43
    #1
    Fare hareket edince duman atan hoş bir kod.



    <!DOCTYPE html>
    <html lang="en">
    <head>
       <meta charset="UTF-8">
       <meta name="viewport" content="width=device-width, initial-scale=1.0">
       <meta http-equiv="X-UA-Compatible" content="ie=edge">
       <title>Document</title>
       <style>
          section {
             position: relative;
             width: 100%;
             height: 100vh;
             background: #f5f5f5;
          }
          #pretty-bg {
             position: absolute;
             width: 100%;
             height: 100%;
             top: 0;
             left: 0;
             z-index: 2;
          }
       </style>
    </head>
    <body>
    
        
       <section>
          <canvas id="pretty-bg" width="375" height="216"></canvas>
       </section>
       <div>
            <td>R10.</td>
            <td>r10</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>
  • 25-01-2024, 01:16:26
    #2
    Elinize sağlık hocam wordpress te bu kodu hangi dosyaya atıyoruz?
  • 25-01-2024, 01:17:21
    #3
    GOON adlı üyeden alıntı: mesajı görüntüle
    Elinize sağlık hocam wordpress te bu kodu hangi dosyaya atıyoruz?
    Bilgim yok wordpress kullanmıyorum
  • 25-01-2024, 01:28:25
    #4
    işe yarayan olur
  • 25-01-2024, 03:16:29
    #5
    www.sabamedya.com
    Elinize sağlık hocam. Ama tek bir animasyon için 1000 küsür satır js kodu siteyi oldukça yoracaktır. Buda seo ve hız açısında iyi olmayacaktır. Ama paylaşım için teşekkürler.
  • 25-01-2024, 06:41:51
    #6
    Kimlik doğrulama veya yönetimden onay bekliyor.
    GOON adlı üyeden alıntı: mesajı görüntüle
    Elinize sağlık hocam wordpress te bu kodu hangi dosyaya atıyoruz?
    javascript kısmına