@jayf0x/fluidity-js 1.0.2 → 1.0.4

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
package/AGENTS.md CHANGED
@@ -33,11 +33,27 @@ src/
33
33
  tests/ ← Vitest + jsdom
34
34
  demo/ ← standalone Vite 5 demo site (NOT the library; uses alias to src/)
35
35
  dist/ ← built output (do not edit)
36
- backlog.md prioritised bug/feature backlog
36
+ bugs.md known defects (see Working the backlog)
37
+ features.md ← features + improvements (see Working the backlog)
37
38
  ```
38
39
 
39
40
  ---
40
41
 
42
+ ## Working the backlog
43
+
44
+ Two flat lists drive non-urgent work:
45
+
46
+ - **[bugs.md](./bugs.md)** — known defects.
47
+ - **[features.md](./features.md)** — new capabilities (Features) and enhancements (Improvements).
48
+
49
+ Rules:
50
+
51
+ - Pick the top relevant row, build the fix/feature, **add a test**, then **delete that row**.
52
+ - A new bug → add a one-line row to `bugs.md`; a new feature/improvement → `features.md`. Keep entries short: what + which files. No design essays.
53
+ - These files are the source of truth — GitHub Issues are not used for the backlog.
54
+
55
+ ---
56
+
41
57
  ## Commands
42
58
 
43
59
  ```bash
@@ -227,7 +243,8 @@ Full label reference: [CONTRIBUTING.md § Labels](./CONTRIBUTING.md#labels)
227
243
  |----------|------------|
228
244
  | Simulation config defaults + presets | [src/core/config.ts](./src/core/config.ts) |
229
245
  | Ambient type declarations | [src/globals.d.ts](./src/globals.d.ts) |
230
- | Bug/feature backlog | [backlog.md](./backlog.md) |
246
+ | Known bugs | [bugs.md](./bugs.md) |
247
+ | Feature/improvement backlog | [features.md](./features.md) |
231
248
  | Version history | [changelog.md](./changelog.md) |
232
249
  | Demo examples | [demo/src/examples/](./demo/src/examples/) |
233
250
  | npm | https://www.npmjs.com/package/@jayf0x/fluidity-js |
package/README.md CHANGED
@@ -14,6 +14,8 @@
14
14
  <p align="center"><strong>Demo & Examples →</strong></p>
15
15
  </a>
16
16
 
17
+ > ⭐ **Star [this repository](https://github.com/jayf0x/fluidity) if you’d like to support its growth**
18
+
17
19
  ## Quickstart
18
20
 
19
21
  Choose your weapon:
@@ -23,26 +25,32 @@ bun add @jayf0x/fluidity-js
23
25
  # OR pnpm / aube / yarn / npm ...
24
26
  ```
25
27
 
28
+ **Text**:
29
+
26
30
  ```tsx
27
- import { FluidImage, FluidText } from '@jayf0x/fluidity-js';
31
+ import { FluidText } from '@jayf0x/fluidity-js';
28
32
 
29
- // Fluid text reacts to cursor movement
30
- export const Hero = () => {
31
- return (
32
- <div style={{ width: '100%', height: 400 }}>
33
- <FluidText text="Hello World" fontSize={140} color="#ffffff" />
34
- </div>
35
- );
36
- };
33
+ <div style={{ width: '100%', height: 400 }}>
34
+ <FluidText text="Howdy World" fontSize={140} />
35
+ </div>;
36
+ ```
37
37
 
38
- // Full-bleed fluid image
39
- export const Cover = () => {
40
- return (
41
- <div style={{ width: '100%', height: '100vh' }}>
42
- <FluidImage src="/hero.jpg" algorithm="aurora" />
43
- </div>
44
- );
45
- };
38
+ **Image**:
39
+
40
+ ```tsx
41
+ import { FluidImage } from '@jayf0x/fluidity-js';
42
+
43
+ <div style={{ width: '100%', height: '100vh' }}>
44
+ <FluidImage src="/hero.png" algorithm="aurora" />
45
+ </div>;
46
+ ```
47
+
48
+ **Text + Image**:
49
+
50
+ ```tsx
51
+ <div style={{ width: '100%', height: 400 }}>
52
+ <FluidText text="Howdy World" backgroundSrc="/hero.png" />
53
+ </div>
46
54
  ```
47
55
 
48
56
  ---
@@ -207,7 +215,7 @@ Works in all modern browsers. Automatically picks the best renderer available
207
215
 
208
216
  ## Contributing
209
217
 
210
- Issues and PRs welcome. See [CONTRIBUTING.md](./CONTRIBUTING.md) for setup and [AGENTS.md](./AGENTS.md) for code conventions.
218
+ See [CONTRIBUTING.md](./CONTRIBUTING.md) for setup and [AGENTS.md](./AGENTS.md) for code conventions.
211
219
 
212
220
  ---
213
221
 
package/dist/index.js CHANGED
@@ -164,8 +164,9 @@ function _(e, t, n, r, i = null, a = "cover") {
164
164
  f.clearRect(0, 0, t, n), f.fillStyle = "black", f.fillRect(0, 0, t, n);
165
165
  let { x: e, y: r, drawW: o, drawH: s } = g(i.width, i.height, t, n, a);
166
166
  f.drawImage(i, e, r, o, s);
167
- } else f.fillStyle = "black", f.fillRect(0, 0, t, n);
168
- f.fillStyle = e, f.font = `${u} ${s}px ${l}`, f.textAlign = "center", f.textBaseline = "middle", f.fillText(o, t / 2, n / 2);
167
+ return;
168
+ }
169
+ f.fillStyle = e, f.fillRect(0, 0, t, n), f.font = `${u} ${s}px ${l}`, f.textAlign = "center", f.textBaseline = "middle", f.fillText(o, t / 2, n / 2);
169
170
  })(c);
170
171
  let p = y(e, d);
171
172
  f.fillStyle = "black", f.fillRect(0, 0, t, n), f.fillStyle = "white", f.font = `${u} ${s}px ${l}`, f.textAlign = "center", f.textBaseline = "middle", f.fillText(o, t / 2, n / 2);
@@ -203,8 +204,9 @@ function b(e, t, n, r, i = null, a = "cover") {
203
204
  f.clearRect(0, 0, t, n), f.fillStyle = "black", f.fillRect(0, 0, t, n);
204
205
  let { x: e, y: r, drawW: o, drawH: s } = g(i.width, i.height, t, n, a);
205
206
  f.drawImage(i, e, r, o, s);
206
- } else f.fillStyle = "black", f.fillRect(0, 0, t, n);
207
- f.fillStyle = e, f.font = `${u} ${s}px ${l}`, f.textAlign = "center", f.textBaseline = "middle", f.fillText(o, t / 2, n / 2);
207
+ return;
208
+ }
209
+ f.fillStyle = e, f.fillRect(0, 0, t, n), f.font = `${u} ${s}px ${l}`, f.textAlign = "center", f.textBaseline = "middle", f.fillText(o, t / 2, n / 2);
208
210
  })(c);
209
211
  let p = S(e, d, t, n);
210
212
  f.fillStyle = "black", f.fillRect(0, 0, t, n), f.fillStyle = "white", f.font = `${u} ${s}px ${l}`, f.textAlign = "center", f.textBaseline = "middle", f.fillText(o, t / 2, n / 2);
@@ -257,7 +259,7 @@ async function C(e) {
257
259
  }
258
260
  //#endregion
259
261
  //#region src/utils/index.ts
260
- var w = "precision highp float;\n attribute vec2 aPosition;\n varying vec2 vUv;\n varying vec2 vL; varying vec2 vR; varying vec2 vT; varying vec2 vB;\n uniform vec2 texelSize;\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 }", T = "precision highp float;\n varying vec2 vUv;\n uniform sampler2D uVelocity;\n uniform sampler2D uSource;\n uniform sampler2D uObstacle;\n uniform vec2 texelSize;\n uniform float dt;\n uniform float dissipation;\n void main () {\n float obs = texture2D(uObstacle, vUv).r;\n vec2 coord = vUv - dt * texture2D(uVelocity, vUv).xy * texelSize;\n \n \n \n gl_FragColor = dissipation * texture2D(uSource, coord) * (1.0 - obs);\n }", E = "precision highp float;\n varying vec2 vL; varying vec2 vR; varying vec2 vT; varying vec2 vB;\n uniform sampler2D uVelocity;\n uniform sampler2D uObstacle;\n void main () {\n float L = texture2D(uVelocity, vL).x * (1.0 - texture2D(uObstacle, vL).r);\n float R = texture2D(uVelocity, vR).x * (1.0 - texture2D(uObstacle, vR).r);\n float T = texture2D(uVelocity, vT).y * (1.0 - texture2D(uObstacle, vT).r);\n float B = texture2D(uVelocity, vB).y * (1.0 - texture2D(uObstacle, vB).r);\n gl_FragColor = vec4(0.5 * (R - L + T - B), 0.0, 0.0, 1.0);\n }", D = "precision highp float;\n varying vec2 vUv; varying vec2 vL; varying vec2 vR; varying vec2 vT; varying vec2 vB;\n uniform sampler2D uPressure;\n uniform sampler2D uDivergence;\n uniform sampler2D uObstacle;\n void main () {\n float C = texture2D(uPressure, vUv).x;\n float L = mix(texture2D(uPressure, vL).x, C, texture2D(uObstacle, vL).r);\n float R = mix(texture2D(uPressure, vR).x, C, texture2D(uObstacle, vR).r);\n float T = mix(texture2D(uPressure, vT).x, C, texture2D(uObstacle, vT).r);\n float B = mix(texture2D(uPressure, vB).x, C, texture2D(uObstacle, vB).r);\n float div = texture2D(uDivergence, vUv).x;\n gl_FragColor = vec4((L + R + B + T - div) * 0.25, 0.0, 0.0, 1.0);\n }", O = "precision highp float;\n varying vec2 vUv; varying vec2 vL; varying vec2 vR; varying vec2 vT; varying vec2 vB;\n uniform sampler2D uPressure;\n uniform sampler2D uVelocity;\n uniform sampler2D uObstacle;\n void main () {\n float obs = texture2D(uObstacle, vUv).r;\n float C = texture2D(uPressure, vUv).x;\n float L = mix(texture2D(uPressure, vL).x, C, texture2D(uObstacle, vL).r);\n float R = mix(texture2D(uPressure, vR).x, C, texture2D(uObstacle, vR).r);\n float T = mix(texture2D(uPressure, vT).x, C, texture2D(uObstacle, vT).r);\n float B = mix(texture2D(uPressure, vB).x, C, texture2D(uObstacle, vB).r);\n vec2 vel = (texture2D(uVelocity, vUv).xy - vec2(R - L, T - B)) * (1.0 - obs);\n gl_FragColor = vec4(vel, 0.0, 1.0);\n }", k = "precision highp float;\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 void main () {\n vec2 p = vUv - point.xy;\n p.x *= aspectRatio;\n vec3 splat = exp(-dot(p, p) / radius) * color;\n gl_FragColor = vec4(texture2D(uTarget, vUv).xyz + splat, 1.0);\n }", A = "precision highp float;\n varying vec2 vL; varying vec2 vR; varying vec2 vT; varying vec2 vB;\n uniform sampler2D uVelocity;\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 gl_FragColor = vec4(0.5 * (R - L - T + B), 0.0, 0.0, 1.0);\n }", j = "precision highp float;\n varying vec2 vUv; varying vec2 vL; varying vec2 vR; varying vec2 vT; varying vec2 vB;\n uniform sampler2D uVelocity;\n uniform sampler2D uCurl;\n uniform float curl;\n uniform float dt;\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 vec2 force = 0.5 * vec2(abs(T) - abs(B), abs(R) - abs(L));\n force /= length(force) + 0.0001;\n force *= curl * 30.0 * C;\n gl_FragColor = vec4(texture2D(uVelocity, vUv).xy + force * dt, 0.0, 1.0);\n }", M = "precision highp float;\n varying vec2 vUv;\n uniform sampler2D uTexture;\n uniform sampler2D uObstacle;\n uniform sampler2D uBackground;\n uniform sampler2D uCoverage;\n uniform sampler2D uVelocity;\n uniform vec2 texelSize;\n uniform vec3 uWaterColor;\n uniform vec3 uGlowColor;\n uniform float uRefraction;\n uniform float uSpecularExp;\n uniform float uShine;\n uniform float uWarpStrength;\n uniform int uAlgorithm;\n uniform int uEnableAlpha;\n void main () {\n float obs = texture2D(uObstacle, vUv).r;\n \n \n float density = max(texture2D(uTexture, vUv).r, 0.0) * (1.0 - obs);\n float coverage = texture2D(uCoverage, vUv).r;\n \n \n \n \n float sx = texelSize.x * 6.0, sy = texelSize.y * 6.0;\n float d00 = max(texture2D(uTexture, vUv + vec2(-sx, -sy)).r, 0.0);\n float d10 = max(texture2D(uTexture, vUv + vec2(0.0, -sy)).r, 0.0);\n float d20 = max(texture2D(uTexture, vUv + vec2( sx, -sy)).r, 0.0);\n float d01 = max(texture2D(uTexture, vUv + vec2(-sx, 0.0)).r, 0.0);\n float d21 = max(texture2D(uTexture, vUv + vec2( sx, 0.0)).r, 0.0);\n float d02 = max(texture2D(uTexture, vUv + vec2(-sx, sy)).r, 0.0);\n float d12 = max(texture2D(uTexture, vUv + vec2(0.0, sy)).r, 0.0);\n float d22 = max(texture2D(uTexture, vUv + vec2( sx, sy)).r, 0.0);\n float gx = (d20 + 2.0*d21 + d22) - (d00 + 2.0*d01 + d02);\n float gy = (d02 + 2.0*d12 + d22) - (d00 + 2.0*d10 + d20);\n vec3 normal = normalize(vec3(gx, gy, 1.2));\n vec3 lightDir = normalize(vec3(0.5, 1.0, 0.5));\n vec3 halfV = normalize(lightDir + vec3(0.0, 0.0, 1.0));\n \n \n float specDen = density * min(density * 5.0, 1.0);\n float spec = pow(max(dot(normal, halfV), 0.0), uSpecularExp) * uShine * specDen;\n \n \n \n vec3 bgRaw = texture2D(uBackground, vUv).rgb;\n vec3 bg = mix(uWaterColor, bgRaw, coverage);\n vec3 color = bg;\n if (uAlgorithm == 1) {\n \n \n vec2 refrUv = clamp(vUv + normal.xy * uRefraction * density * 3.0, 0.0, 1.0);\n vec3 refrBg = mix(uWaterColor, texture2D(uBackground, mix(vUv, refrUv, 1.0 - obs)).rgb, coverage);\n color = refrBg + spec * uGlowColor * 2.5;\n color = mix(color, bg * 0.6, obs * 0.3);\n } else if (uAlgorithm == 2) {\n \n \n float inkD = min(density * 4.0, 1.0);\n vec2 refrUv = clamp(vUv + normal.xy * uRefraction * density * 0.4, 0.0, 1.0);\n vec3 refrBg = mix(uWaterColor, texture2D(uBackground, mix(vUv, refrUv, 1.0 - obs)).rgb, coverage);\n color = mix(refrBg, uWaterColor + spec * uGlowColor, inkD);\n color = mix(color, bg * 0.5, obs * 0.15);\n } else if (uAlgorithm == 3) {\n \n \n vec2 vel = texture2D(uVelocity, vUv).xy;\n float velMag = clamp(length(vel) * 20.0, 0.0, 1.0);\n vec2 warpUv = clamp(vUv + vel * uWarpStrength, 0.0, 1.0);\n vec3 warpBg = mix(uWaterColor, texture2D(uBackground, warpUv).rgb, coverage);\n color = mix(bg, warpBg, velMag * (1.0 - obs));\n color += spec * uGlowColor * velMag * 1.5;\n color += uWaterColor * density * 0.3;\n color = mix(color, bg * 0.5, obs * 0.2);\n } else if (uAlgorithm == 4) {\n \n \n vec2 rippleUv = clamp(vUv + normal.xy * uRefraction * density * 6.0, 0.0, 1.0);\n vec3 refrBg = mix(uWaterColor, texture2D(uBackground, mix(vUv, rippleUv, 1.0 - obs)).rgb, coverage);\n float fresnel = pow(clamp(1.0 - dot(normal, vec3(0.0, 0.0, 1.0)), 0.0, 1.0), 3.0) * density;\n color = refrBg;\n color += fresnel * uGlowColor * 2.0;\n color += spec * uGlowColor * density * 2.0;\n color = mix(color, bg * 0.5, obs * 0.2);\n } else {\n \n \n vec2 refrUv = vUv + normal.xy * uRefraction * density;\n vec3 refrBg = mix(uWaterColor, texture2D(uBackground, mix(vUv, refrUv, 1.0 - obs)).rgb, coverage);\n color = mix(refrBg, uWaterColor, min(density * 1.5, 0.8));\n color += spec * uGlowColor;\n color = mix(color, bg * 0.5, obs * 0.2);\n }\n \n \n float alpha = clamp(max(density * 1.5, coverage), 0.0, 1.0);\n if (uEnableAlpha == 1) {\n gl_FragColor = vec4(color * alpha, alpha);\n } else {\n gl_FragColor = vec4(color, 1.0);\n }\n }";
262
+ var w = "precision highp float;\n attribute vec2 aPosition;\n varying vec2 vUv;\n varying vec2 vL; varying vec2 vR; varying vec2 vT; varying vec2 vB;\n uniform vec2 texelSize;\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 }", T = "precision highp float;\n varying vec2 vUv;\n uniform sampler2D uVelocity;\n uniform sampler2D uSource;\n uniform sampler2D uObstacle;\n uniform vec2 texelSize;\n uniform float dt;\n uniform float dissipation;\n void main () {\n float obs = texture2D(uObstacle, vUv).r;\n vec2 coord = vUv - dt * texture2D(uVelocity, vUv).xy * texelSize;\n \n \n \n gl_FragColor = dissipation * texture2D(uSource, coord) * (1.0 - obs);\n }", E = "precision highp float;\n varying vec2 vL; varying vec2 vR; varying vec2 vT; varying vec2 vB;\n uniform sampler2D uVelocity;\n uniform sampler2D uObstacle;\n void main () {\n float L = texture2D(uVelocity, vL).x * (1.0 - texture2D(uObstacle, vL).r);\n float R = texture2D(uVelocity, vR).x * (1.0 - texture2D(uObstacle, vR).r);\n float T = texture2D(uVelocity, vT).y * (1.0 - texture2D(uObstacle, vT).r);\n float B = texture2D(uVelocity, vB).y * (1.0 - texture2D(uObstacle, vB).r);\n gl_FragColor = vec4(0.5 * (R - L + T - B), 0.0, 0.0, 1.0);\n }", D = "precision highp float;\n varying vec2 vUv; varying vec2 vL; varying vec2 vR; varying vec2 vT; varying vec2 vB;\n uniform sampler2D uPressure;\n uniform sampler2D uDivergence;\n uniform sampler2D uObstacle;\n void main () {\n float C = texture2D(uPressure, vUv).x;\n float L = mix(texture2D(uPressure, vL).x, C, texture2D(uObstacle, vL).r);\n float R = mix(texture2D(uPressure, vR).x, C, texture2D(uObstacle, vR).r);\n float T = mix(texture2D(uPressure, vT).x, C, texture2D(uObstacle, vT).r);\n float B = mix(texture2D(uPressure, vB).x, C, texture2D(uObstacle, vB).r);\n float div = texture2D(uDivergence, vUv).x;\n gl_FragColor = vec4((L + R + B + T - div) * 0.25, 0.0, 0.0, 1.0);\n }", O = "precision highp float;\n varying vec2 vUv; varying vec2 vL; varying vec2 vR; varying vec2 vT; varying vec2 vB;\n uniform sampler2D uPressure;\n uniform sampler2D uVelocity;\n uniform sampler2D uObstacle;\n void main () {\n float obs = texture2D(uObstacle, vUv).r;\n float C = texture2D(uPressure, vUv).x;\n float L = mix(texture2D(uPressure, vL).x, C, texture2D(uObstacle, vL).r);\n float R = mix(texture2D(uPressure, vR).x, C, texture2D(uObstacle, vR).r);\n float T = mix(texture2D(uPressure, vT).x, C, texture2D(uObstacle, vT).r);\n float B = mix(texture2D(uPressure, vB).x, C, texture2D(uObstacle, vB).r);\n vec2 vel = (texture2D(uVelocity, vUv).xy - vec2(R - L, T - B)) * (1.0 - obs);\n gl_FragColor = vec4(vel, 0.0, 1.0);\n }", k = "precision highp float;\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 void main () {\n vec2 p = vUv - point.xy;\n p.x *= aspectRatio;\n vec3 splat = exp(-dot(p, p) / radius) * color;\n gl_FragColor = vec4(texture2D(uTarget, vUv).xyz + splat, 1.0);\n }", A = "precision highp float;\n varying vec2 vL; varying vec2 vR; varying vec2 vT; varying vec2 vB;\n uniform sampler2D uVelocity;\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 gl_FragColor = vec4(0.5 * (R - L - T + B), 0.0, 0.0, 1.0);\n }", j = "precision highp float;\n varying vec2 vUv; varying vec2 vL; varying vec2 vR; varying vec2 vT; varying vec2 vB;\n uniform sampler2D uVelocity;\n uniform sampler2D uCurl;\n uniform float curl;\n uniform float dt;\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 vec2 force = 0.5 * vec2(abs(T) - abs(B), abs(R) - abs(L));\n force /= length(force) + 0.0001;\n force *= curl * 30.0 * C;\n gl_FragColor = vec4(texture2D(uVelocity, vUv).xy + force * dt, 0.0, 1.0);\n }", M = "precision highp float;\n varying vec2 vUv;\n uniform sampler2D uTexture;\n uniform sampler2D uObstacle;\n uniform sampler2D uBackground;\n uniform sampler2D uCoverage;\n uniform sampler2D uVelocity;\n uniform vec2 texelSize;\n uniform vec3 uWaterColor;\n uniform vec3 uGlowColor;\n uniform float uRefraction;\n uniform float uSpecularExp;\n uniform float uShine;\n uniform float uWarpStrength;\n uniform int uAlgorithm;\n uniform int uEnableAlpha;\n void main () {\n float obs = texture2D(uObstacle, vUv).r;\n \n \n float density = max(texture2D(uTexture, vUv).r, 0.0) * (1.0 - obs);\n float coverage = texture2D(uCoverage, vUv).r;\n \n \n float sx = texelSize.x * 3.0, sy = texelSize.y * 3.0;\n float d00 = max(texture2D(uTexture, vUv + vec2(-sx, -sy)).r, 0.0);\n float d10 = max(texture2D(uTexture, vUv + vec2(0.0, -sy)).r, 0.0);\n float d20 = max(texture2D(uTexture, vUv + vec2( sx, -sy)).r, 0.0);\n float d01 = max(texture2D(uTexture, vUv + vec2(-sx, 0.0)).r, 0.0);\n float d21 = max(texture2D(uTexture, vUv + vec2( sx, 0.0)).r, 0.0);\n float d02 = max(texture2D(uTexture, vUv + vec2(-sx, sy)).r, 0.0);\n float d12 = max(texture2D(uTexture, vUv + vec2(0.0, sy)).r, 0.0);\n float d22 = max(texture2D(uTexture, vUv + vec2( sx, sy)).r, 0.0);\n float gx = (d20 + 2.0*d21 + d22) - (d00 + 2.0*d01 + d02);\n float gy = (d02 + 2.0*d12 + d22) - (d00 + 2.0*d10 + d20);\n vec3 normal = normalize(vec3(gx, gy, 1.2));\n vec3 lightDir = normalize(vec3(0.5, 1.0, 0.5));\n vec3 halfV = normalize(lightDir + vec3(0.0, 0.0, 1.0));\n \n \n float specDen = density * min(density * 5.0, 1.0);\n float spec = pow(max(dot(normal, halfV), 0.0), uSpecularExp) * uShine * specDen;\n \n \n \n vec3 bgRaw = texture2D(uBackground, vUv).rgb;\n vec3 bg = mix(uWaterColor, bgRaw, coverage);\n vec3 color = bg;\n if (uAlgorithm == 1) {\n \n \n vec2 refrUv = clamp(vUv + normal.xy * uRefraction * density * 3.0, 0.0, 1.0);\n vec3 refrBg = mix(uWaterColor, texture2D(uBackground, mix(vUv, refrUv, 1.0 - obs)).rgb, coverage);\n color = refrBg + spec * uGlowColor * 2.5;\n color = mix(color, bg * 0.6, obs * 0.3);\n } else if (uAlgorithm == 2) {\n \n \n float inkD = min(density * 4.0, 1.0);\n vec2 refrUv = clamp(vUv + normal.xy * uRefraction * density * 0.4, 0.0, 1.0);\n vec3 refrBg = mix(uWaterColor, texture2D(uBackground, mix(vUv, refrUv, 1.0 - obs)).rgb, coverage);\n color = mix(refrBg, uWaterColor + spec * uGlowColor, inkD);\n color = mix(color, bg * 0.5, obs * 0.15);\n } else if (uAlgorithm == 3) {\n \n \n vec2 vel = texture2D(uVelocity, vUv).xy;\n float velMag = clamp(length(vel) * 20.0, 0.0, 1.0);\n vec2 warpUv = clamp(vUv + vel * uWarpStrength, 0.0, 1.0);\n vec3 warpBg = mix(uWaterColor, texture2D(uBackground, warpUv).rgb, coverage);\n color = mix(bg, warpBg, velMag * (1.0 - obs));\n color += spec * uGlowColor * velMag * 1.5;\n color += uWaterColor * density * 0.3;\n color = mix(color, bg * 0.5, obs * 0.2);\n } else if (uAlgorithm == 4) {\n \n \n vec2 rippleUv = clamp(vUv + normal.xy * uRefraction * density * 6.0, 0.0, 1.0);\n vec3 refrBg = mix(uWaterColor, texture2D(uBackground, mix(vUv, rippleUv, 1.0 - obs)).rgb, coverage);\n float fresnel = pow(clamp(1.0 - dot(normal, vec3(0.0, 0.0, 1.0)), 0.0, 1.0), 3.0) * density;\n color = refrBg;\n color += fresnel * uGlowColor * 2.0;\n color += spec * uGlowColor * density * 2.0;\n color = mix(color, bg * 0.5, obs * 0.2);\n } else {\n \n \n vec2 refrUv = vUv + normal.xy * uRefraction * density;\n vec3 refrBg = mix(uWaterColor, texture2D(uBackground, mix(vUv, refrUv, 1.0 - obs)).rgb, coverage);\n color = mix(refrBg, uWaterColor, min(density * 1.5, 0.8));\n color += spec * uGlowColor;\n color = mix(color, bg * 0.5, obs * 0.2);\n }\n \n \n float alpha = clamp(max(density * 1.5, coverage), 0.0, 1.0);\n if (uEnableAlpha == 1) {\n gl_FragColor = vec4(color * alpha, alpha);\n } else {\n gl_FragColor = vec4(color, 1.0);\n }\n }";
261
263
  //#endregion
262
264
  //#region src/core/gl-utils.ts
263
265
  function N(e, t = !0) {
@@ -385,7 +387,7 @@ function z(e) {
385
387
  }
386
388
  //#endregion
387
389
  //#region src/core/wgsl-shaders.ts
388
- var B = "struct U {\n texelSize : vec2f,\n dt : f32,\n dissipation: f32,\n}\n@group(0) @binding(0) var<uniform> u : U;\n@group(0) @binding(1) var samp : sampler;\n@group(0) @binding(2) var uVel : texture_2d<f32>;\n@group(0) @binding(3) var uSrc : texture_2d<f32>;\n@group(0) @binding(4) var uObs : texture_2d<f32>;\n@vertex fn vs(@location(0) a: vec2f) -> VSOut {\n var o: VSOut;\n o.uv = vec2f(a.x * 0.5 + 0.5, 0.5 - a.y * 0.5);\n o.vL = o.uv - vec2f(u.texelSize.x, 0.0);\n o.vR = o.uv + vec2f(u.texelSize.x, 0.0);\n o.vT = o.uv + vec2f(0.0, u.texelSize.y);\n o.vB = o.uv - vec2f(0.0, u.texelSize.y);\n o.pos = vec4f(a, 0.0, 1.0);\n return o;\n}\n@fragment fn fs(i: VSOut) -> @location(0) vec4f {\n let obs = textureSample(uObs, samp, i.uv).r;\n let vel = textureSample(uVel, samp, i.uv).xy;\n let coord = i.uv - u.dt * vel * u.texelSize;\n let src = textureSample(uSrc, samp, coord);\n return u.dissipation * src * (1.0 - obs);\n}", V = "struct U { texelSize: vec2f, _pad: vec2f }\n@group(0) @binding(0) var<uniform> u : U;\n@group(0) @binding(1) var samp : sampler;\n@group(0) @binding(2) var uVel : texture_2d<f32>;\n@group(0) @binding(3) var uObs : texture_2d<f32>;\n@vertex fn vs(@location(0) a: vec2f) -> VSOut {\n var o: VSOut;\n o.uv = vec2f(a.x * 0.5 + 0.5, 0.5 - a.y * 0.5);\n o.vL = o.uv - vec2f(u.texelSize.x, 0.0);\n o.vR = o.uv + vec2f(u.texelSize.x, 0.0);\n o.vT = o.uv + vec2f(0.0, u.texelSize.y);\n o.vB = o.uv - vec2f(0.0, u.texelSize.y);\n o.pos = vec4f(a, 0.0, 1.0);\n return o;\n}\n@fragment fn fs(i: VSOut) -> @location(0) vec4f {\n let L = textureSample(uVel, samp, i.vL).x * (1.0 - textureSample(uObs, samp, i.vL).r);\n let R = textureSample(uVel, samp, i.vR).x * (1.0 - textureSample(uObs, samp, i.vR).r);\n let T = textureSample(uVel, samp, i.vT).y * (1.0 - textureSample(uObs, samp, i.vT).r);\n let B = textureSample(uVel, samp, i.vB).y * (1.0 - textureSample(uObs, samp, i.vB).r);\n return vec4f(0.5 * (R - L + T - B), 0.0, 0.0, 1.0);\n}", H = "struct U { texelSize: vec2f, _pad: vec2f }\n@group(0) @binding(0) var<uniform> u : U;\n@group(0) @binding(1) var samp : sampler;\n@group(0) @binding(2) var uPres: texture_2d<f32>;\n@group(0) @binding(3) var uDiv : texture_2d<f32>;\n@group(0) @binding(4) var uObs : texture_2d<f32>;\n@vertex fn vs(@location(0) a: vec2f) -> VSOut {\n var o: VSOut;\n o.uv = vec2f(a.x * 0.5 + 0.5, 0.5 - a.y * 0.5);\n o.vL = o.uv - vec2f(u.texelSize.x, 0.0);\n o.vR = o.uv + vec2f(u.texelSize.x, 0.0);\n o.vT = o.uv + vec2f(0.0, u.texelSize.y);\n o.vB = o.uv - vec2f(0.0, u.texelSize.y);\n o.pos = vec4f(a, 0.0, 1.0);\n return o;\n}\n@fragment fn fs(i: VSOut) -> @location(0) vec4f {\n let C = textureSample(uPres, samp, i.uv).x;\n let L = mix(textureSample(uPres, samp, i.vL).x, C, textureSample(uObs, samp, i.vL).r);\n let R = mix(textureSample(uPres, samp, i.vR).x, C, textureSample(uObs, samp, i.vR).r);\n let T = mix(textureSample(uPres, samp, i.vT).x, C, textureSample(uObs, samp, i.vT).r);\n let B = mix(textureSample(uPres, samp, i.vB).x, C, textureSample(uObs, samp, i.vB).r);\n let dv = textureSample(uDiv, samp, i.uv).x;\n return vec4f((L + R + B + T - dv) * 0.25, 0.0, 0.0, 1.0);\n}", U = "struct U { texelSize: vec2f, _pad: vec2f }\n@group(0) @binding(0) var<uniform> u : U;\n@group(0) @binding(1) var samp : sampler;\n@group(0) @binding(2) var uPres: texture_2d<f32>;\n@group(0) @binding(3) var uVel : texture_2d<f32>;\n@group(0) @binding(4) var uObs : texture_2d<f32>;\n@vertex fn vs(@location(0) a: vec2f) -> VSOut {\n var o: VSOut;\n o.uv = vec2f(a.x * 0.5 + 0.5, 0.5 - a.y * 0.5);\n o.vL = o.uv - vec2f(u.texelSize.x, 0.0);\n o.vR = o.uv + vec2f(u.texelSize.x, 0.0);\n o.vT = o.uv + vec2f(0.0, u.texelSize.y);\n o.vB = o.uv - vec2f(0.0, u.texelSize.y);\n o.pos = vec4f(a, 0.0, 1.0);\n return o;\n}\n@fragment fn fs(i: VSOut) -> @location(0) vec4f {\n let obs = textureSample(uObs, samp, i.uv).r;\n let C = textureSample(uPres, samp, i.uv).x;\n let L = mix(textureSample(uPres, samp, i.vL).x, C, textureSample(uObs, samp, i.vL).r);\n let R = mix(textureSample(uPres, samp, i.vR).x, C, textureSample(uObs, samp, i.vR).r);\n let T = mix(textureSample(uPres, samp, i.vT).x, C, textureSample(uObs, samp, i.vT).r);\n let B = mix(textureSample(uPres, samp, i.vB).x, C, textureSample(uObs, samp, i.vB).r);\n let vel = (textureSample(uVel, samp, i.uv).xy - vec2f(R - L, T - B)) * (1.0 - obs);\n return vec4f(vel, 0.0, 1.0);\n}", ee = "struct U {\n texelSize : vec2f,\n aspectRatio: f32,\n radius : f32,\n color : vec4f, \n point : vec2f,\n _pad : vec2f,\n}\n@group(0) @binding(0) var<uniform> u : U;\n@group(0) @binding(1) var samp : sampler;\n@group(0) @binding(2) var uTgt : texture_2d<f32>;\n@vertex fn vs(@location(0) a: vec2f) -> VSOut {\n var o: VSOut;\n o.uv = vec2f(a.x * 0.5 + 0.5, 0.5 - a.y * 0.5);\n o.vL = o.uv - vec2f(u.texelSize.x, 0.0);\n o.vR = o.uv + vec2f(u.texelSize.x, 0.0);\n o.vT = o.uv + vec2f(0.0, u.texelSize.y);\n o.vB = o.uv - vec2f(0.0, u.texelSize.y);\n o.pos = vec4f(a, 0.0, 1.0);\n return o;\n}\n@fragment fn fs(i: VSOut) -> @location(0) vec4f {\n var p = i.uv - u.point;\n p.x *= u.aspectRatio;\n let sp = exp(-dot(p, p) / u.radius) * u.color.xyz;\n return vec4f(textureSample(uTgt, samp, i.uv).xyz + sp, 1.0);\n}", te = "struct U { texelSize: vec2f, _pad: vec2f }\n@group(0) @binding(0) var<uniform> u : U;\n@group(0) @binding(1) var samp : sampler;\n@group(0) @binding(2) var uVel : texture_2d<f32>;\n@vertex fn vs(@location(0) a: vec2f) -> VSOut {\n var o: VSOut;\n o.uv = vec2f(a.x * 0.5 + 0.5, 0.5 - a.y * 0.5);\n o.vL = o.uv - vec2f(u.texelSize.x, 0.0);\n o.vR = o.uv + vec2f(u.texelSize.x, 0.0);\n o.vT = o.uv + vec2f(0.0, u.texelSize.y);\n o.vB = o.uv - vec2f(0.0, u.texelSize.y);\n o.pos = vec4f(a, 0.0, 1.0);\n return o;\n}\n@fragment fn fs(i: VSOut) -> @location(0) vec4f {\n let L = textureSample(uVel, samp, i.vL).y;\n let R = textureSample(uVel, samp, i.vR).y;\n let T = textureSample(uVel, samp, i.vT).x;\n let B = textureSample(uVel, samp, i.vB).x;\n return vec4f(0.5 * (R - L - T + B), 0.0, 0.0, 1.0);\n}", ne = "struct U {\n texelSize: vec2f,\n curl : f32,\n dt : f32,\n}\n@group(0) @binding(0) var<uniform> u : U;\n@group(0) @binding(1) var samp : sampler;\n@group(0) @binding(2) var uVel : texture_2d<f32>;\n@group(0) @binding(3) var uCrl : texture_2d<f32>;\n@vertex fn vs(@location(0) a: vec2f) -> VSOut {\n var o: VSOut;\n o.uv = vec2f(a.x * 0.5 + 0.5, 0.5 - a.y * 0.5);\n o.vL = o.uv - vec2f(u.texelSize.x, 0.0);\n o.vR = o.uv + vec2f(u.texelSize.x, 0.0);\n o.vT = o.uv + vec2f(0.0, u.texelSize.y);\n o.vB = o.uv - vec2f(0.0, u.texelSize.y);\n o.pos = vec4f(a, 0.0, 1.0);\n return o;\n}\n@fragment fn fs(i: VSOut) -> @location(0) vec4f {\n let L = textureSample(uCrl, samp, i.vL).x;\n let R = textureSample(uCrl, samp, i.vR).x;\n let T = textureSample(uCrl, samp, i.vT).x;\n let B = textureSample(uCrl, samp, i.vB).x;\n let C = textureSample(uCrl, samp, i.uv).x;\n var force = 0.5 * vec2f(abs(T) - abs(B), abs(R) - abs(L));\n force /= length(force) + 0.0001;\n force *= u.curl * 30.0 * C;\n let vel = textureSample(uVel, samp, i.uv).xy + force * u.dt;\n return vec4f(vel, 0.0, 1.0);\n}", re = "struct U {\n texelSize : vec2f,\n refraction : f32,\n specularExp : f32,\n waterColor : vec4f,\n glowColor : vec4f,\n shine : f32,\n warpStrength: f32,\n algorithm : i32,\n enableAlpha : i32,\n}\n@group(0) @binding(0) var<uniform> u : U;\n@group(0) @binding(1) var samp : sampler;\n@group(0) @binding(2) var uTex : texture_2d<f32>;\n@group(0) @binding(3) var uObs : texture_2d<f32>;\n@group(0) @binding(4) var uBg : texture_2d<f32>;\n@group(0) @binding(5) var uCov : texture_2d<f32>;\n@group(0) @binding(6) var uVel : texture_2d<f32>;\n@vertex fn vs(@location(0) a: vec2f) -> VSOut {\n var o: VSOut;\n o.uv = vec2f(a.x * 0.5 + 0.5, 0.5 - a.y * 0.5);\n o.vL = o.uv - vec2f(u.texelSize.x, 0.0);\n o.vR = o.uv + vec2f(u.texelSize.x, 0.0);\n o.vT = o.uv + vec2f(0.0, u.texelSize.y);\n o.vB = o.uv - vec2f(0.0, u.texelSize.y);\n o.pos = vec4f(a, 0.0, 1.0);\n return o;\n}\n@fragment fn fs(i: VSOut) -> @location(0) vec4f {\n let obs = textureSample(uObs, samp, i.uv).r;\n let density = max(textureSample(uTex, samp, i.uv).r, 0.0) * (1.0 - obs);\n let cov = textureSample(uCov, samp, i.uv).r;\n let sx = u.texelSize.x * 6.0;\n let sy = u.texelSize.y * 6.0;\n let d00 = max(textureSample(uTex, samp, i.uv + vec2f(-sx, -sy)).r, 0.0);\n let d10 = max(textureSample(uTex, samp, i.uv + vec2f(0.0, -sy)).r, 0.0);\n let d20 = max(textureSample(uTex, samp, i.uv + vec2f( sx, -sy)).r, 0.0);\n let d01 = max(textureSample(uTex, samp, i.uv + vec2f(-sx, 0.0)).r, 0.0);\n let d21 = max(textureSample(uTex, samp, i.uv + vec2f( sx, 0.0)).r, 0.0);\n let d02 = max(textureSample(uTex, samp, i.uv + vec2f(-sx, sy)).r, 0.0);\n let d12 = max(textureSample(uTex, samp, i.uv + vec2f(0.0, sy)).r, 0.0);\n let d22 = max(textureSample(uTex, samp, i.uv + vec2f( sx, sy)).r, 0.0);\n let gx = (d20 + 2.0*d21 + d22) - (d00 + 2.0*d01 + d02);\n let gy = (d02 + 2.0*d12 + d22) - (d00 + 2.0*d10 + d20);\n let norm = normalize(vec3f(gx, gy, 1.2));\n let ldir = normalize(vec3f(0.5, 1.0, 0.5));\n let halfV = normalize(ldir + vec3f(0.0, 0.0, 1.0));\n let specDen = density * min(density * 5.0, 1.0);\n let spec = pow(max(dot(norm, halfV), 0.0), u.specularExp) * u.shine * specDen;\n let bgRaw = textureSample(uBg, samp, i.uv).rgb;\n let wc = u.waterColor.rgb;\n let gc = u.glowColor.rgb;\n let bg = mix(wc, bgRaw, cov);\n var color = bg;\n if (u.algorithm == 1) {\n let ruv = clamp(i.uv + norm.xy * u.refraction * density * 3.0, vec2f(0.0), vec2f(1.0));\n let rbg = mix(wc, textureSample(uBg, samp, mix(i.uv, ruv, 1.0 - obs)).rgb, cov);\n color = rbg + spec * gc * 2.5;\n color = mix(color, bg * 0.6, obs * 0.3);\n } else if (u.algorithm == 2) {\n let inkD = min(density * 4.0, 1.0);\n let ruv = clamp(i.uv + norm.xy * u.refraction * density * 0.4, vec2f(0.0), vec2f(1.0));\n let rbg = mix(wc, textureSample(uBg, samp, mix(i.uv, ruv, 1.0 - obs)).rgb, cov);\n color = mix(rbg, wc + spec * gc, inkD);\n color = mix(color, bg * 0.5, obs * 0.15);\n } else if (u.algorithm == 3) {\n let vel = textureSample(uVel, samp, i.uv).xy;\n let velMag = clamp(length(vel) * 20.0, 0.0, 1.0);\n let wuv = clamp(i.uv + vel * u.warpStrength, vec2f(0.0), vec2f(1.0));\n let wbg = mix(wc, textureSample(uBg, samp, wuv).rgb, cov);\n color = mix(bg, wbg, velMag * (1.0 - obs));\n color += spec * gc * velMag * 1.5;\n color += wc * density * 0.3;\n color = mix(color, bg * 0.5, obs * 0.2);\n } else if (u.algorithm == 4) {\n let ruv = clamp(i.uv + norm.xy * u.refraction * density * 6.0, vec2f(0.0), vec2f(1.0));\n let rbg = mix(wc, textureSample(uBg, samp, mix(i.uv, ruv, 1.0 - obs)).rgb, cov);\n let fres = pow(clamp(1.0 - dot(norm, vec3f(0.0, 0.0, 1.0)), 0.0, 1.0), 3.0) * density;\n color = rbg;\n color += fres * gc * 2.0;\n color += spec * gc * density * 2.0;\n color = mix(color, bg * 0.5, obs * 0.2);\n } else {\n let ruv = i.uv + norm.xy * u.refraction * density;\n let rbg = mix(wc, textureSample(uBg, samp, mix(i.uv, ruv, 1.0 - obs)).rgb, cov);\n color = mix(rbg, wc, min(density * 1.5, 0.8));\n color += spec * gc;\n color = mix(color, bg * 0.5, obs * 0.2);\n }\n let alpha = clamp(max(density * 1.5, cov), 0.0, 1.0);\n if (u.enableAlpha == 1) {\n return vec4f(color * alpha, alpha);\n }\n return vec4f(color, 1.0);\n}", ie = {
390
+ var B = "struct U {\n texelSize : vec2f,\n dt : f32,\n dissipation: f32,\n}\n@group(0) @binding(0) var<uniform> u : U;\n@group(0) @binding(1) var samp : sampler;\n@group(0) @binding(2) var uVel : texture_2d<f32>;\n@group(0) @binding(3) var uSrc : texture_2d<f32>;\n@group(0) @binding(4) var uObs : texture_2d<f32>;\n@vertex fn vs(@location(0) a: vec2f) -> VSOut {\n var o: VSOut;\n o.uv = vec2f(a.x * 0.5 + 0.5, 0.5 - a.y * 0.5);\n o.vL = o.uv - vec2f(u.texelSize.x, 0.0);\n o.vR = o.uv + vec2f(u.texelSize.x, 0.0);\n o.vT = o.uv + vec2f(0.0, u.texelSize.y);\n o.vB = o.uv - vec2f(0.0, u.texelSize.y);\n o.pos = vec4f(a, 0.0, 1.0);\n return o;\n}\n@fragment fn fs(i: VSOut) -> @location(0) vec4f {\n let obs = textureSample(uObs, samp, i.uv).r;\n let vel = textureSample(uVel, samp, i.uv).xy;\n let coord = i.uv - u.dt * vel * u.texelSize;\n let src = textureSample(uSrc, samp, coord);\n return u.dissipation * src * (1.0 - obs);\n}", V = "struct U { texelSize: vec2f, _pad: vec2f }\n@group(0) @binding(0) var<uniform> u : U;\n@group(0) @binding(1) var samp : sampler;\n@group(0) @binding(2) var uVel : texture_2d<f32>;\n@group(0) @binding(3) var uObs : texture_2d<f32>;\n@vertex fn vs(@location(0) a: vec2f) -> VSOut {\n var o: VSOut;\n o.uv = vec2f(a.x * 0.5 + 0.5, 0.5 - a.y * 0.5);\n o.vL = o.uv - vec2f(u.texelSize.x, 0.0);\n o.vR = o.uv + vec2f(u.texelSize.x, 0.0);\n o.vT = o.uv + vec2f(0.0, u.texelSize.y);\n o.vB = o.uv - vec2f(0.0, u.texelSize.y);\n o.pos = vec4f(a, 0.0, 1.0);\n return o;\n}\n@fragment fn fs(i: VSOut) -> @location(0) vec4f {\n let L = textureSample(uVel, samp, i.vL).x * (1.0 - textureSample(uObs, samp, i.vL).r);\n let R = textureSample(uVel, samp, i.vR).x * (1.0 - textureSample(uObs, samp, i.vR).r);\n let T = textureSample(uVel, samp, i.vT).y * (1.0 - textureSample(uObs, samp, i.vT).r);\n let B = textureSample(uVel, samp, i.vB).y * (1.0 - textureSample(uObs, samp, i.vB).r);\n return vec4f(0.5 * (R - L + T - B), 0.0, 0.0, 1.0);\n}", H = "struct U { texelSize: vec2f, _pad: vec2f }\n@group(0) @binding(0) var<uniform> u : U;\n@group(0) @binding(1) var samp : sampler;\n@group(0) @binding(2) var uPres: texture_2d<f32>;\n@group(0) @binding(3) var uDiv : texture_2d<f32>;\n@group(0) @binding(4) var uObs : texture_2d<f32>;\n@vertex fn vs(@location(0) a: vec2f) -> VSOut {\n var o: VSOut;\n o.uv = vec2f(a.x * 0.5 + 0.5, 0.5 - a.y * 0.5);\n o.vL = o.uv - vec2f(u.texelSize.x, 0.0);\n o.vR = o.uv + vec2f(u.texelSize.x, 0.0);\n o.vT = o.uv + vec2f(0.0, u.texelSize.y);\n o.vB = o.uv - vec2f(0.0, u.texelSize.y);\n o.pos = vec4f(a, 0.0, 1.0);\n return o;\n}\n@fragment fn fs(i: VSOut) -> @location(0) vec4f {\n let C = textureSample(uPres, samp, i.uv).x;\n let L = mix(textureSample(uPres, samp, i.vL).x, C, textureSample(uObs, samp, i.vL).r);\n let R = mix(textureSample(uPres, samp, i.vR).x, C, textureSample(uObs, samp, i.vR).r);\n let T = mix(textureSample(uPres, samp, i.vT).x, C, textureSample(uObs, samp, i.vT).r);\n let B = mix(textureSample(uPres, samp, i.vB).x, C, textureSample(uObs, samp, i.vB).r);\n let dv = textureSample(uDiv, samp, i.uv).x;\n return vec4f((L + R + B + T - dv) * 0.25, 0.0, 0.0, 1.0);\n}", U = "struct U { texelSize: vec2f, _pad: vec2f }\n@group(0) @binding(0) var<uniform> u : U;\n@group(0) @binding(1) var samp : sampler;\n@group(0) @binding(2) var uPres: texture_2d<f32>;\n@group(0) @binding(3) var uVel : texture_2d<f32>;\n@group(0) @binding(4) var uObs : texture_2d<f32>;\n@vertex fn vs(@location(0) a: vec2f) -> VSOut {\n var o: VSOut;\n o.uv = vec2f(a.x * 0.5 + 0.5, 0.5 - a.y * 0.5);\n o.vL = o.uv - vec2f(u.texelSize.x, 0.0);\n o.vR = o.uv + vec2f(u.texelSize.x, 0.0);\n o.vT = o.uv + vec2f(0.0, u.texelSize.y);\n o.vB = o.uv - vec2f(0.0, u.texelSize.y);\n o.pos = vec4f(a, 0.0, 1.0);\n return o;\n}\n@fragment fn fs(i: VSOut) -> @location(0) vec4f {\n let obs = textureSample(uObs, samp, i.uv).r;\n let C = textureSample(uPres, samp, i.uv).x;\n let L = mix(textureSample(uPres, samp, i.vL).x, C, textureSample(uObs, samp, i.vL).r);\n let R = mix(textureSample(uPres, samp, i.vR).x, C, textureSample(uObs, samp, i.vR).r);\n let T = mix(textureSample(uPres, samp, i.vT).x, C, textureSample(uObs, samp, i.vT).r);\n let B = mix(textureSample(uPres, samp, i.vB).x, C, textureSample(uObs, samp, i.vB).r);\n let vel = (textureSample(uVel, samp, i.uv).xy - vec2f(R - L, T - B)) * (1.0 - obs);\n return vec4f(vel, 0.0, 1.0);\n}", ee = "struct U {\n texelSize : vec2f,\n aspectRatio: f32,\n radius : f32,\n color : vec4f, \n point : vec2f,\n _pad : vec2f,\n}\n@group(0) @binding(0) var<uniform> u : U;\n@group(0) @binding(1) var samp : sampler;\n@group(0) @binding(2) var uTgt : texture_2d<f32>;\n@vertex fn vs(@location(0) a: vec2f) -> VSOut {\n var o: VSOut;\n o.uv = vec2f(a.x * 0.5 + 0.5, 0.5 - a.y * 0.5);\n o.vL = o.uv - vec2f(u.texelSize.x, 0.0);\n o.vR = o.uv + vec2f(u.texelSize.x, 0.0);\n o.vT = o.uv + vec2f(0.0, u.texelSize.y);\n o.vB = o.uv - vec2f(0.0, u.texelSize.y);\n o.pos = vec4f(a, 0.0, 1.0);\n return o;\n}\n@fragment fn fs(i: VSOut) -> @location(0) vec4f {\n var p = i.uv - u.point;\n p.x *= u.aspectRatio;\n let sp = exp(-dot(p, p) / u.radius) * u.color.xyz;\n return vec4f(textureSample(uTgt, samp, i.uv).xyz + sp, 1.0);\n}", te = "struct U { texelSize: vec2f, _pad: vec2f }\n@group(0) @binding(0) var<uniform> u : U;\n@group(0) @binding(1) var samp : sampler;\n@group(0) @binding(2) var uVel : texture_2d<f32>;\n@vertex fn vs(@location(0) a: vec2f) -> VSOut {\n var o: VSOut;\n o.uv = vec2f(a.x * 0.5 + 0.5, 0.5 - a.y * 0.5);\n o.vL = o.uv - vec2f(u.texelSize.x, 0.0);\n o.vR = o.uv + vec2f(u.texelSize.x, 0.0);\n o.vT = o.uv + vec2f(0.0, u.texelSize.y);\n o.vB = o.uv - vec2f(0.0, u.texelSize.y);\n o.pos = vec4f(a, 0.0, 1.0);\n return o;\n}\n@fragment fn fs(i: VSOut) -> @location(0) vec4f {\n let L = textureSample(uVel, samp, i.vL).y;\n let R = textureSample(uVel, samp, i.vR).y;\n let T = textureSample(uVel, samp, i.vT).x;\n let B = textureSample(uVel, samp, i.vB).x;\n return vec4f(0.5 * (R - L - T + B), 0.0, 0.0, 1.0);\n}", ne = "struct U {\n texelSize: vec2f,\n curl : f32,\n dt : f32,\n}\n@group(0) @binding(0) var<uniform> u : U;\n@group(0) @binding(1) var samp : sampler;\n@group(0) @binding(2) var uVel : texture_2d<f32>;\n@group(0) @binding(3) var uCrl : texture_2d<f32>;\n@vertex fn vs(@location(0) a: vec2f) -> VSOut {\n var o: VSOut;\n o.uv = vec2f(a.x * 0.5 + 0.5, 0.5 - a.y * 0.5);\n o.vL = o.uv - vec2f(u.texelSize.x, 0.0);\n o.vR = o.uv + vec2f(u.texelSize.x, 0.0);\n o.vT = o.uv + vec2f(0.0, u.texelSize.y);\n o.vB = o.uv - vec2f(0.0, u.texelSize.y);\n o.pos = vec4f(a, 0.0, 1.0);\n return o;\n}\n@fragment fn fs(i: VSOut) -> @location(0) vec4f {\n let L = textureSample(uCrl, samp, i.vL).x;\n let R = textureSample(uCrl, samp, i.vR).x;\n let T = textureSample(uCrl, samp, i.vT).x;\n let B = textureSample(uCrl, samp, i.vB).x;\n let C = textureSample(uCrl, samp, i.uv).x;\n var force = 0.5 * vec2f(abs(T) - abs(B), abs(R) - abs(L));\n force /= length(force) + 0.0001;\n force *= u.curl * 30.0 * C;\n let vel = textureSample(uVel, samp, i.uv).xy + force * u.dt;\n return vec4f(vel, 0.0, 1.0);\n}", re = "struct U {\n texelSize : vec2f,\n refraction : f32,\n specularExp : f32,\n waterColor : vec4f,\n glowColor : vec4f,\n shine : f32,\n warpStrength: f32,\n algorithm : i32,\n enableAlpha : i32,\n}\n@group(0) @binding(0) var<uniform> u : U;\n@group(0) @binding(1) var samp : sampler;\n@group(0) @binding(2) var uTex : texture_2d<f32>;\n@group(0) @binding(3) var uObs : texture_2d<f32>;\n@group(0) @binding(4) var uBg : texture_2d<f32>;\n@group(0) @binding(5) var uCov : texture_2d<f32>;\n@group(0) @binding(6) var uVel : texture_2d<f32>;\n@vertex fn vs(@location(0) a: vec2f) -> VSOut {\n var o: VSOut;\n o.uv = vec2f(a.x * 0.5 + 0.5, 0.5 - a.y * 0.5);\n o.vL = o.uv - vec2f(u.texelSize.x, 0.0);\n o.vR = o.uv + vec2f(u.texelSize.x, 0.0);\n o.vT = o.uv + vec2f(0.0, u.texelSize.y);\n o.vB = o.uv - vec2f(0.0, u.texelSize.y);\n o.pos = vec4f(a, 0.0, 1.0);\n return o;\n}\n@fragment fn fs(i: VSOut) -> @location(0) vec4f {\n let obs = textureSample(uObs, samp, i.uv).r;\n let density = max(textureSample(uTex, samp, i.uv).r, 0.0) * (1.0 - obs);\n let cov = textureSample(uCov, samp, i.uv).r;\n \n let sx = u.texelSize.x * 3.0;\n let sy = u.texelSize.y * 3.0;\n let d00 = max(textureSample(uTex, samp, i.uv + vec2f(-sx, -sy)).r, 0.0);\n let d10 = max(textureSample(uTex, samp, i.uv + vec2f(0.0, -sy)).r, 0.0);\n let d20 = max(textureSample(uTex, samp, i.uv + vec2f( sx, -sy)).r, 0.0);\n let d01 = max(textureSample(uTex, samp, i.uv + vec2f(-sx, 0.0)).r, 0.0);\n let d21 = max(textureSample(uTex, samp, i.uv + vec2f( sx, 0.0)).r, 0.0);\n let d02 = max(textureSample(uTex, samp, i.uv + vec2f(-sx, sy)).r, 0.0);\n let d12 = max(textureSample(uTex, samp, i.uv + vec2f(0.0, sy)).r, 0.0);\n let d22 = max(textureSample(uTex, samp, i.uv + vec2f( sx, sy)).r, 0.0);\n let gx = (d20 + 2.0*d21 + d22) - (d00 + 2.0*d01 + d02);\n let gy = (d02 + 2.0*d12 + d22) - (d00 + 2.0*d10 + d20);\n let norm = normalize(vec3f(gx, gy, 1.2));\n let ldir = normalize(vec3f(0.5, 1.0, 0.5));\n let halfV = normalize(ldir + vec3f(0.0, 0.0, 1.0));\n let specDen = density * min(density * 5.0, 1.0);\n let spec = pow(max(dot(norm, halfV), 0.0), u.specularExp) * u.shine * specDen;\n let bgRaw = textureSample(uBg, samp, i.uv).rgb;\n let wc = u.waterColor.rgb;\n let gc = u.glowColor.rgb;\n let bg = mix(wc, bgRaw, cov);\n var color = bg;\n if (u.algorithm == 1) {\n let ruv = clamp(i.uv + norm.xy * u.refraction * density * 3.0, vec2f(0.0), vec2f(1.0));\n let rbg = mix(wc, textureSample(uBg, samp, mix(i.uv, ruv, 1.0 - obs)).rgb, cov);\n color = rbg + spec * gc * 2.5;\n color = mix(color, bg * 0.6, obs * 0.3);\n } else if (u.algorithm == 2) {\n let inkD = min(density * 4.0, 1.0);\n let ruv = clamp(i.uv + norm.xy * u.refraction * density * 0.4, vec2f(0.0), vec2f(1.0));\n let rbg = mix(wc, textureSample(uBg, samp, mix(i.uv, ruv, 1.0 - obs)).rgb, cov);\n color = mix(rbg, wc + spec * gc, inkD);\n color = mix(color, bg * 0.5, obs * 0.15);\n } else if (u.algorithm == 3) {\n let vel = textureSample(uVel, samp, i.uv).xy;\n let velMag = clamp(length(vel) * 20.0, 0.0, 1.0);\n let wuv = clamp(i.uv + vel * u.warpStrength, vec2f(0.0), vec2f(1.0));\n let wbg = mix(wc, textureSample(uBg, samp, wuv).rgb, cov);\n color = mix(bg, wbg, velMag * (1.0 - obs));\n color += spec * gc * velMag * 1.5;\n color += wc * density * 0.3;\n color = mix(color, bg * 0.5, obs * 0.2);\n } else if (u.algorithm == 4) {\n let ruv = clamp(i.uv + norm.xy * u.refraction * density * 6.0, vec2f(0.0), vec2f(1.0));\n let rbg = mix(wc, textureSample(uBg, samp, mix(i.uv, ruv, 1.0 - obs)).rgb, cov);\n let fres = pow(clamp(1.0 - dot(norm, vec3f(0.0, 0.0, 1.0)), 0.0, 1.0), 3.0) * density;\n color = rbg;\n color += fres * gc * 2.0;\n color += spec * gc * density * 2.0;\n color = mix(color, bg * 0.5, obs * 0.2);\n } else {\n let ruv = i.uv + norm.xy * u.refraction * density;\n let rbg = mix(wc, textureSample(uBg, samp, mix(i.uv, ruv, 1.0 - obs)).rgb, cov);\n color = mix(rbg, wc, min(density * 1.5, 0.8));\n color += spec * gc;\n color = mix(color, bg * 0.5, obs * 0.2);\n }\n let alpha = clamp(max(density * 1.5, cov), 0.0, 1.0);\n if (u.enableAlpha == 1) {\n return vec4f(color * alpha, alpha);\n }\n return vec4f(color, 1.0);\n}", ie = {
389
391
  arrayStride: 8,
390
392
  attributes: [{
391
393
  shaderLocation: 0,
@@ -776,7 +778,7 @@ var me = typeof requestAnimationFrame < "u" ? requestAnimationFrame.bind(globalT
776
778
  if (!this.#_ || !this.#v) return;
777
779
  this.#U.x += (this.#U.targetX - this.#U.x) * .15, this.#U.y += (this.#U.targetY - this.#U.y) * .15;
778
780
  let s = this.#F, c = this.#I, l = this.#N, u = this.#P, d = 1 / s, f = 1 / c;
779
- ue(t, this.#C, d, f, Z, a.velocityDissipation), J(t, this.#T, d, f), J(t, this.#E, d, f), J(t, this.#D, d, f), J(t, this.#A, d, f), de(t, this.#j, d, f, a.curl, Z), fe(t, this.#M, 1 / l, 1 / u, a.refraction, a.specularExp, m(a.waterColor), m(a.glowColor), a.shine, a.warpStrength ?? .015, ge[a.algorithm] ?? 0, this.#Y);
781
+ ue(t, this.#C, d, f, Z, a.velocityDissipation), J(t, this.#T, d, f), J(t, this.#E, d, f), J(t, this.#D, d, f), J(t, this.#A, d, f), de(t, this.#j, d, f, a.curl, Z), fe(t, this.#M, d, f, a.refraction, a.specularExp, m(a.waterColor), m(a.glowColor), a.shine, a.warpStrength ?? .015, ge[a.algorithm] ?? 0, this.#Y);
780
782
  let p = t.createCommandEncoder(), h = (e, n) => t.createBindGroup({
781
783
  layout: e.getBindGroupLayout(0),
782
784
  entries: n
@@ -1033,9 +1035,9 @@ var me = typeof requestAnimationFrame < "u" ? requestAnimationFrame.bind(globalT
1033
1035
  let u = this.#F, d = this.#I, f = this.#i;
1034
1036
  e.viewport(0, 0, u, d), n.bind(), e.uniform2f(n.uniforms.texelSize, 1 / u, 1 / d), e.uniform1f(n.uniforms.dt, Z), e.uniform1i(n.uniforms.uObstacle, 0), e.activeTexture(e.TEXTURE0), e.bindTexture(e.TEXTURE_2D, this.#d), e.uniform1f(n.uniforms.dissipation, t.velocityDissipation), e.uniform1i(n.uniforms.uVelocity, 1), e.activeTexture(e.TEXTURE1), e.bindTexture(e.TEXTURE_2D, this.#o.read.tex), e.uniform1i(n.uniforms.uSource, 1), f(this.#o.write.fbo), this.#o.swap(), e.uniform1f(n.uniforms.dissipation, t.densityDissipation), e.uniform1i(n.uniforms.uSource, 2), e.activeTexture(e.TEXTURE2), e.bindTexture(e.TEXTURE_2D, this.#a.read.tex), f(this.#a.write.fbo), this.#a.swap(), s.bind(), e.uniform2f(s.uniforms.texelSize, 1 / u, 1 / d), e.uniform1i(s.uniforms.uVelocity, 0), e.activeTexture(e.TEXTURE0), e.bindTexture(e.TEXTURE_2D, this.#o.read.tex), f(this.#l.fbo), c.bind(), e.uniform2f(c.uniforms.texelSize, 1 / u, 1 / d), e.uniform1f(c.uniforms.curl, t.curl), e.uniform1f(c.uniforms.dt, Z), e.uniform1i(c.uniforms.uVelocity, 0), e.activeTexture(e.TEXTURE0), e.bindTexture(e.TEXTURE_2D, this.#o.read.tex), e.uniform1i(c.uniforms.uCurl, 1), e.activeTexture(e.TEXTURE1), e.bindTexture(e.TEXTURE_2D, this.#l.tex), f(this.#o.write.fbo), this.#o.swap(), this.#U.moved && (o.bind(), e.uniform1f(o.uniforms.aspectRatio, this.#N / this.#P), e.uniform2f(o.uniforms.point, this.#U.x * this.#L / this.#N, 1 - this.#U.y * this.#L / this.#P), e.uniform1f(o.uniforms.radius, t.splatRadius), e.uniform1i(o.uniforms.uTarget, 0), e.activeTexture(e.TEXTURE0), e.bindTexture(e.TEXTURE_2D, this.#o.read.tex), e.uniform3f(o.uniforms.color, this.#U.dx * t.splatForce, -this.#U.dy * t.splatForce, 0), f(this.#o.write.fbo), this.#o.swap(), e.activeTexture(e.TEXTURE0), e.bindTexture(e.TEXTURE_2D, this.#a.read.tex), e.uniform3f(o.uniforms.color, 1, 1, 1), f(this.#a.write.fbo), this.#a.swap(), this.#U.moved = !1), r.bind(), e.uniform2f(r.uniforms.texelSize, 1 / u, 1 / d), e.uniform1i(r.uniforms.uVelocity, 0), e.activeTexture(e.TEXTURE0), e.bindTexture(e.TEXTURE_2D, this.#o.read.tex), e.uniform1i(r.uniforms.uObstacle, 1), e.activeTexture(e.TEXTURE1), e.bindTexture(e.TEXTURE_2D, this.#d), f(this.#s.fbo), i.bind(), e.uniform2f(i.uniforms.texelSize, 1 / u, 1 / d), e.uniform1i(i.uniforms.uDivergence, 0), e.activeTexture(e.TEXTURE0), e.bindTexture(e.TEXTURE_2D, this.#s.tex), e.uniform1i(i.uniforms.uObstacle, 1), e.activeTexture(e.TEXTURE1), e.bindTexture(e.TEXTURE_2D, this.#d);
1035
1037
  for (let n = 0; n < t.pressureIterations; n++) e.uniform1i(i.uniforms.uPressure, 2), e.activeTexture(e.TEXTURE2), e.bindTexture(e.TEXTURE_2D, this.#c.read.tex), f(this.#c.write.fbo), this.#c.swap();
1036
- a.bind(), e.uniform2f(a.uniforms.texelSize, 1 / u, 1 / d), e.uniform1i(a.uniforms.uPressure, 0), e.activeTexture(e.TEXTURE0), e.bindTexture(e.TEXTURE_2D, this.#c.read.tex), e.uniform1i(a.uniforms.uVelocity, 1), e.activeTexture(e.TEXTURE1), e.bindTexture(e.TEXTURE_2D, this.#o.read.tex), e.uniform1i(a.uniforms.uObstacle, 2), e.activeTexture(e.TEXTURE2), e.bindTexture(e.TEXTURE_2D, this.#d), f(this.#o.write.fbo), this.#o.swap(), e.viewport(0, 0, this.#N, this.#P), e.bindFramebuffer(e.FRAMEBUFFER, null), e.clear(e.COLOR_BUFFER_BIT), l.bind(), e.uniform2f(l.uniforms.texelSize, 1 / this.#N, 1 / this.#P), e.uniform3fv(l.uniforms.uWaterColor, m(t.waterColor)), e.uniform3fv(l.uniforms.uGlowColor, m(t.glowColor)), e.uniform1f(l.uniforms.uRefraction, t.refraction), e.uniform1f(l.uniforms.uSpecularExp, t.specularExp), e.uniform1f(l.uniforms.uShine, t.shine), e.uniform1f(l.uniforms.uWarpStrength, t.warpStrength ?? .015), e.uniform1i(l.uniforms.uAlgorithm, ge[t.algorithm] ?? 0), e.uniform1i(l.uniforms.uEnableAlpha, +!!this.#Y), e.activeTexture(e.TEXTURE0), e.bindTexture(e.TEXTURE_2D, this.#a.read.tex), e.activeTexture(e.TEXTURE1), e.bindTexture(e.TEXTURE_2D, this.#d), e.activeTexture(e.TEXTURE2), e.bindTexture(e.TEXTURE_2D, this.#u), e.activeTexture(e.TEXTURE3), e.bindTexture(e.TEXTURE_2D, this.#f), e.activeTexture(e.TEXTURE4), e.bindTexture(e.TEXTURE_2D, this.#o.read.tex), e.uniform1i(l.uniforms.uTexture, 0), e.uniform1i(l.uniforms.uObstacle, 1), e.uniform1i(l.uniforms.uBackground, 2), e.uniform1i(l.uniforms.uCoverage, 3), e.uniform1i(l.uniforms.uVelocity, 4), f(null);
1038
+ a.bind(), e.uniform2f(a.uniforms.texelSize, 1 / u, 1 / d), e.uniform1i(a.uniforms.uPressure, 0), e.activeTexture(e.TEXTURE0), e.bindTexture(e.TEXTURE_2D, this.#c.read.tex), e.uniform1i(a.uniforms.uVelocity, 1), e.activeTexture(e.TEXTURE1), e.bindTexture(e.TEXTURE_2D, this.#o.read.tex), e.uniform1i(a.uniforms.uObstacle, 2), e.activeTexture(e.TEXTURE2), e.bindTexture(e.TEXTURE_2D, this.#d), f(this.#o.write.fbo), this.#o.swap(), e.viewport(0, 0, this.#N, this.#P), e.bindFramebuffer(e.FRAMEBUFFER, null), e.clear(e.COLOR_BUFFER_BIT), l.bind(), e.uniform2f(l.uniforms.texelSize, 1 / this.#F, 1 / this.#I), e.uniform3fv(l.uniforms.uWaterColor, m(t.waterColor)), e.uniform3fv(l.uniforms.uGlowColor, m(t.glowColor)), e.uniform1f(l.uniforms.uRefraction, t.refraction), e.uniform1f(l.uniforms.uSpecularExp, t.specularExp), e.uniform1f(l.uniforms.uShine, t.shine), e.uniform1f(l.uniforms.uWarpStrength, t.warpStrength ?? .015), e.uniform1i(l.uniforms.uAlgorithm, ge[t.algorithm] ?? 0), e.uniform1i(l.uniforms.uEnableAlpha, +!!this.#Y), e.activeTexture(e.TEXTURE0), e.bindTexture(e.TEXTURE_2D, this.#a.read.tex), e.activeTexture(e.TEXTURE1), e.bindTexture(e.TEXTURE_2D, this.#d), e.activeTexture(e.TEXTURE2), e.bindTexture(e.TEXTURE_2D, this.#u), e.activeTexture(e.TEXTURE3), e.bindTexture(e.TEXTURE_2D, this.#f), e.activeTexture(e.TEXTURE4), e.bindTexture(e.TEXTURE_2D, this.#o.read.tex), e.uniform1i(l.uniforms.uTexture, 0), e.uniform1i(l.uniforms.uObstacle, 1), e.uniform1i(l.uniforms.uBackground, 2), e.uniform1i(l.uniforms.uCoverage, 3), e.uniform1i(l.uniforms.uVelocity, 4), f(null);
1037
1039
  }
1038
- }, _e = "const e={densityDissipation:.83,velocityDissipation:.91,pressureIterations:1,curl:0,splatRadius:.1,splatForce:.08,refraction:1,specularExp:0,shine:0,waterColor:`#000000`,glowColor:`#b3d9ff`,algorithm:`aurora`,warpStrength:.04};({...e}),typeof window<`u`&&1/(window.devicePixelRatio||1);const t={backgroundColor:`#0a0a0a`,backgroundSize:`cover`,mouseEnabled:!0,workerEnabled:!0};({...t}),{...t};const n={calm:{densityDissipation:.98,velocityDissipation:.81,curl:1e-4,splatRadius:.05,splatForce:.08,refraction:.15,shine:.03,glowColor:`#99d9ff`,waterColor:`#00050d`},sand:{densityDissipation:.95,velocityDissipation:.81,curl:1,splatRadius:.23,splatForce:.16,refraction:.8,specularExp:0,shine:.33,glowColor:`#070707`,waterColor:`#735420`},wave:{densityDissipation:.9,velocityDissipation:.2,curl:.2,splatRadius:.1,splatForce:.22,refraction:.35,shine:.2,glowColor:`#80ccff`,waterColor:`#000308`},neon:{densityDissipation:.75,velocityDissipation:.3,curl:.05,splatRadius:.18,splatForce:.29,refraction:.25,specularExp:.04,shine:.93,glowColor:`#ff33cc`,waterColor:`#0d0014`},smoke:{densityDissipation:.93,velocityDissipation:.71,curl:.04,splatRadius:.21,splatForce:.14,refraction:.08,shine:0,glowColor:`#808080`,waterColor:`#0f0f0f`}};function r(e){if(Array.isArray(e))return e;let t=e.slice(1,7);return t.length===3?[parseInt(t[0]+t[0],16)/255,parseInt(t[1]+t[1],16)/255,parseInt(t[2]+t[2],16)/255]:[parseInt(t.slice(0,2),16)/255,parseInt(t.slice(2,4),16)/255,parseInt(t.slice(4,6),16)/255]}function i(t={},r,i=e){return{...r?{...i,...n[r]}:i,...t}}const a=`precision highp float;\n attribute vec2 aPosition;\n varying vec2 vUv;\n varying vec2 vL; varying vec2 vR; varying vec2 vT; varying vec2 vB;\n uniform vec2 texelSize;\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 }`;function o(e,t=!0){let n={alpha:t,depth:!1,stencil:!1,antialias:!0,preserveDrawingBuffer:!1},r=e.getContext(`webgl2`,n),i=!!r;i||(r=e.getContext(`webgl`,n),r.getExtension(`EXT_color_buffer_half_float`));let a=i?null:r.getExtension(`OES_texture_half_float`),o=i?r.HALF_FLOAT:a.HALF_FLOAT_OES;return r.getExtension(`EXT_color_buffer_float`),r.getExtension(`OES_texture_half_float_linear`),{type:i?`webgl2`:`webgl1`,gl:r,isWebGL2:i,ext:{internalFormat:i?r.RGBA16F:r.RGBA,format:r.RGBA,type:o}}}async function s(e,t=!0){if(typeof navigator>`u`||!navigator.gpu)return null;try{let n=await navigator.gpu.requestAdapter();if(!n)return null;let r=await n.requestDevice(),i=e.getContext(`webgpu`);if(!i)return null;let a=navigator.gpu.getPreferredCanvasFormat();return i.configure({device:r,format:a,alphaMode:t?`premultiplied`:`opaque`}),{type:`webgpu`,adapter:n,device:r,context:i,format:a}}catch{return null}}var c=class{program;uniforms={};_gl;constructor(e,t,n){this._gl=e,this.program=e.createProgram(),e.attachShader(this.program,this._compile(e.VERTEX_SHADER,t)),e.attachShader(this.program,this._compile(e.FRAGMENT_SHADER,n)),e.linkProgram(this.program);let r=e.getProgramParameter(this.program,e.ACTIVE_UNIFORMS);for(let t=0;t<r;t++){let n=e.getActiveUniform(this.program,t).name;this.uniforms[n]=e.getUniformLocation(this.program,n)}}_compile(e,t){let n=this._gl,r=n.createShader(e);return n.shaderSource(r,t),n.compileShader(r),r}bind(){this._gl.useProgram(this.program)}dispose(){this._gl.deleteProgram(this.program)}};function l(e){return{advection:new c(e,a,`precision highp float;\n varying vec2 vUv;\n uniform sampler2D uVelocity;\n uniform sampler2D uSource;\n uniform sampler2D uObstacle;\n uniform vec2 texelSize;\n uniform float dt;\n uniform float dissipation;\n void main () {\n float obs = texture2D(uObstacle, vUv).r;\n vec2 coord = vUv - dt * texture2D(uVelocity, vUv).xy * texelSize;\n \n \n \n gl_FragColor = dissipation * texture2D(uSource, coord) * (1.0 - obs);\n }`),divergence:new c(e,a,`precision highp float;\n varying vec2 vL; varying vec2 vR; varying vec2 vT; varying vec2 vB;\n uniform sampler2D uVelocity;\n uniform sampler2D uObstacle;\n void main () {\n float L = texture2D(uVelocity, vL).x * (1.0 - texture2D(uObstacle, vL).r);\n float R = texture2D(uVelocity, vR).x * (1.0 - texture2D(uObstacle, vR).r);\n float T = texture2D(uVelocity, vT).y * (1.0 - texture2D(uObstacle, vT).r);\n float B = texture2D(uVelocity, vB).y * (1.0 - texture2D(uObstacle, vB).r);\n gl_FragColor = vec4(0.5 * (R - L + T - B), 0.0, 0.0, 1.0);\n }`),pressure:new c(e,a,`precision highp float;\n varying vec2 vUv; varying vec2 vL; varying vec2 vR; varying vec2 vT; varying vec2 vB;\n uniform sampler2D uPressure;\n uniform sampler2D uDivergence;\n uniform sampler2D uObstacle;\n void main () {\n float C = texture2D(uPressure, vUv).x;\n float L = mix(texture2D(uPressure, vL).x, C, texture2D(uObstacle, vL).r);\n float R = mix(texture2D(uPressure, vR).x, C, texture2D(uObstacle, vR).r);\n float T = mix(texture2D(uPressure, vT).x, C, texture2D(uObstacle, vT).r);\n float B = mix(texture2D(uPressure, vB).x, C, texture2D(uObstacle, vB).r);\n float div = texture2D(uDivergence, vUv).x;\n gl_FragColor = vec4((L + R + B + T - div) * 0.25, 0.0, 0.0, 1.0);\n }`),gradientSubtract:new c(e,a,`precision highp float;\n varying vec2 vUv; varying vec2 vL; varying vec2 vR; varying vec2 vT; varying vec2 vB;\n uniform sampler2D uPressure;\n uniform sampler2D uVelocity;\n uniform sampler2D uObstacle;\n void main () {\n float obs = texture2D(uObstacle, vUv).r;\n float C = texture2D(uPressure, vUv).x;\n float L = mix(texture2D(uPressure, vL).x, C, texture2D(uObstacle, vL).r);\n float R = mix(texture2D(uPressure, vR).x, C, texture2D(uObstacle, vR).r);\n float T = mix(texture2D(uPressure, vT).x, C, texture2D(uObstacle, vT).r);\n float B = mix(texture2D(uPressure, vB).x, C, texture2D(uObstacle, vB).r);\n vec2 vel = (texture2D(uVelocity, vUv).xy - vec2(R - L, T - B)) * (1.0 - obs);\n gl_FragColor = vec4(vel, 0.0, 1.0);\n }`),splat:new c(e,a,`precision highp float;\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 void main () {\n vec2 p = vUv - point.xy;\n p.x *= aspectRatio;\n vec3 splat = exp(-dot(p, p) / radius) * color;\n gl_FragColor = vec4(texture2D(uTarget, vUv).xyz + splat, 1.0);\n }`),curl:new c(e,a,`precision highp float;\n varying vec2 vL; varying vec2 vR; varying vec2 vT; varying vec2 vB;\n uniform sampler2D uVelocity;\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 gl_FragColor = vec4(0.5 * (R - L - T + B), 0.0, 0.0, 1.0);\n }`),vorticity:new c(e,a,`precision highp float;\n varying vec2 vUv; varying vec2 vL; varying vec2 vR; varying vec2 vT; varying vec2 vB;\n uniform sampler2D uVelocity;\n uniform sampler2D uCurl;\n uniform float curl;\n uniform float dt;\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 vec2 force = 0.5 * vec2(abs(T) - abs(B), abs(R) - abs(L));\n force /= length(force) + 0.0001;\n force *= curl * 30.0 * C;\n gl_FragColor = vec4(texture2D(uVelocity, vUv).xy + force * dt, 0.0, 1.0);\n }`),display:new c(e,a,`precision highp float;\n varying vec2 vUv;\n uniform sampler2D uTexture;\n uniform sampler2D uObstacle;\n uniform sampler2D uBackground;\n uniform sampler2D uCoverage;\n uniform sampler2D uVelocity;\n uniform vec2 texelSize;\n uniform vec3 uWaterColor;\n uniform vec3 uGlowColor;\n uniform float uRefraction;\n uniform float uSpecularExp;\n uniform float uShine;\n uniform float uWarpStrength;\n uniform int uAlgorithm;\n uniform int uEnableAlpha;\n void main () {\n float obs = texture2D(uObstacle, vUv).r;\n \n \n float density = max(texture2D(uTexture, vUv).r, 0.0) * (1.0 - obs);\n float coverage = texture2D(uCoverage, vUv).r;\n \n \n \n \n float sx = texelSize.x * 6.0, sy = texelSize.y * 6.0;\n float d00 = max(texture2D(uTexture, vUv + vec2(-sx, -sy)).r, 0.0);\n float d10 = max(texture2D(uTexture, vUv + vec2(0.0, -sy)).r, 0.0);\n float d20 = max(texture2D(uTexture, vUv + vec2( sx, -sy)).r, 0.0);\n float d01 = max(texture2D(uTexture, vUv + vec2(-sx, 0.0)).r, 0.0);\n float d21 = max(texture2D(uTexture, vUv + vec2( sx, 0.0)).r, 0.0);\n float d02 = max(texture2D(uTexture, vUv + vec2(-sx, sy)).r, 0.0);\n float d12 = max(texture2D(uTexture, vUv + vec2(0.0, sy)).r, 0.0);\n float d22 = max(texture2D(uTexture, vUv + vec2( sx, sy)).r, 0.0);\n float gx = (d20 + 2.0*d21 + d22) - (d00 + 2.0*d01 + d02);\n float gy = (d02 + 2.0*d12 + d22) - (d00 + 2.0*d10 + d20);\n vec3 normal = normalize(vec3(gx, gy, 1.2));\n vec3 lightDir = normalize(vec3(0.5, 1.0, 0.5));\n vec3 halfV = normalize(lightDir + vec3(0.0, 0.0, 1.0));\n \n \n float specDen = density * min(density * 5.0, 1.0);\n float spec = pow(max(dot(normal, halfV), 0.0), uSpecularExp) * uShine * specDen;\n \n \n \n vec3 bgRaw = texture2D(uBackground, vUv).rgb;\n vec3 bg = mix(uWaterColor, bgRaw, coverage);\n vec3 color = bg;\n if (uAlgorithm == 1) {\n \n \n vec2 refrUv = clamp(vUv + normal.xy * uRefraction * density * 3.0, 0.0, 1.0);\n vec3 refrBg = mix(uWaterColor, texture2D(uBackground, mix(vUv, refrUv, 1.0 - obs)).rgb, coverage);\n color = refrBg + spec * uGlowColor * 2.5;\n color = mix(color, bg * 0.6, obs * 0.3);\n } else if (uAlgorithm == 2) {\n \n \n float inkD = min(density * 4.0, 1.0);\n vec2 refrUv = clamp(vUv + normal.xy * uRefraction * density * 0.4, 0.0, 1.0);\n vec3 refrBg = mix(uWaterColor, texture2D(uBackground, mix(vUv, refrUv, 1.0 - obs)).rgb, coverage);\n color = mix(refrBg, uWaterColor + spec * uGlowColor, inkD);\n color = mix(color, bg * 0.5, obs * 0.15);\n } else if (uAlgorithm == 3) {\n \n \n vec2 vel = texture2D(uVelocity, vUv).xy;\n float velMag = clamp(length(vel) * 20.0, 0.0, 1.0);\n vec2 warpUv = clamp(vUv + vel * uWarpStrength, 0.0, 1.0);\n vec3 warpBg = mix(uWaterColor, texture2D(uBackground, warpUv).rgb, coverage);\n color = mix(bg, warpBg, velMag * (1.0 - obs));\n color += spec * uGlowColor * velMag * 1.5;\n color += uWaterColor * density * 0.3;\n color = mix(color, bg * 0.5, obs * 0.2);\n } else if (uAlgorithm == 4) {\n \n \n vec2 rippleUv = clamp(vUv + normal.xy * uRefraction * density * 6.0, 0.0, 1.0);\n vec3 refrBg = mix(uWaterColor, texture2D(uBackground, mix(vUv, rippleUv, 1.0 - obs)).rgb, coverage);\n float fresnel = pow(clamp(1.0 - dot(normal, vec3(0.0, 0.0, 1.0)), 0.0, 1.0), 3.0) * density;\n color = refrBg;\n color += fresnel * uGlowColor * 2.0;\n color += spec * uGlowColor * density * 2.0;\n color = mix(color, bg * 0.5, obs * 0.2);\n } else {\n \n \n vec2 refrUv = vUv + normal.xy * uRefraction * density;\n vec3 refrBg = mix(uWaterColor, texture2D(uBackground, mix(vUv, refrUv, 1.0 - obs)).rgb, coverage);\n color = mix(refrBg, uWaterColor, min(density * 1.5, 0.8));\n color += spec * uGlowColor;\n color = mix(color, bg * 0.5, obs * 0.2);\n }\n \n \n float alpha = clamp(max(density * 1.5, coverage), 0.0, 1.0);\n if (uEnableAlpha == 1) {\n gl_FragColor = vec4(color * alpha, alpha);\n } else {\n gl_FragColor = vec4(color, 1.0);\n }\n }`)}}function u(e,t,n,r){e.activeTexture(e.TEXTURE0);let i=e.createTexture();e.bindTexture(e.TEXTURE_2D,i),e.texParameteri(e.TEXTURE_2D,e.TEXTURE_MIN_FILTER,e.LINEAR),e.texParameteri(e.TEXTURE_2D,e.TEXTURE_MAG_FILTER,e.LINEAR),e.texParameteri(e.TEXTURE_2D,e.TEXTURE_WRAP_S,e.CLAMP_TO_EDGE),e.texParameteri(e.TEXTURE_2D,e.TEXTURE_WRAP_T,e.CLAMP_TO_EDGE),e.texImage2D(e.TEXTURE_2D,0,t.internalFormat,n,r,0,t.format,t.type,null);let a=e.createFramebuffer();return e.bindFramebuffer(e.FRAMEBUFFER,a),e.framebufferTexture2D(e.FRAMEBUFFER,e.COLOR_ATTACHMENT0,e.TEXTURE_2D,i,0),{tex:i,fbo:a,width:n,height:r}}function d(e,t,n,r){let i=u(e,t,n,r),a=u(e,t,n,r);return{get read(){return i},get write(){return a},swap(){[i,a]=[a,i]},dispose(){e.deleteTexture(i.tex),e.deleteFramebuffer(i.fbo),e.deleteTexture(a.tex),e.deleteFramebuffer(a.fbo)}}}function f(e){let t=e.createBuffer();return e.bindBuffer(e.ARRAY_BUFFER,t),e.bufferData(e.ARRAY_BUFFER,new Float32Array([-1,-1,-1,1,1,1,1,-1]),e.STATIC_DRAW),e.vertexAttribPointer(0,2,e.FLOAT,!1,0,0),e.enableVertexAttribArray(0),function(t){e.bindFramebuffer(e.FRAMEBUFFER,t),e.drawArrays(e.TRIANGLE_FAN,0,4)}}const p={arrayStride:8,attributes:[{shaderLocation:0,offset:0,format:`float32x2`}]},m=new Float32Array([-1,-1,-1,1,1,-1,1,-1,-1,1,1,1]);function h(e){let t=e.createBuffer({size:m.byteLength,usage:GPUBufferUsage.VERTEX|GPUBufferUsage.COPY_DST});return e.queue.writeBuffer(t,0,m),t}function g(e,t,n,r){let i=e.createTexture({size:[n,r],format:t,usage:GPUTextureUsage.TEXTURE_BINDING|GPUTextureUsage.RENDER_ATTACHMENT|GPUTextureUsage.COPY_SRC});return{tex:i,view:i.createView(),width:n,height:r}}function _(e,t,n,r){let i=g(e,t,n,r),a=g(e,t,n,r);return{get read(){return i},get write(){return a},swap(){[i,a]=[a,i]},dispose(){i.tex.destroy(),a.tex.destroy()}}}function v(e,t,n,r){let i=e.createShaderModule({code:t});return e.createRenderPipeline({layout:`auto`,vertex:{module:i,entryPoint:`vs`,buffers:[p]},fragment:{module:i,entryPoint:`fs`,targets:[{format:n,...r?{blend:r}:{}}]},primitive:{topology:`triangle-list`}})}const y={color:{operation:`add`,srcFactor:`one`,dstFactor:`zero`},alpha:{operation:`add`,srcFactor:`one`,dstFactor:`zero`}};function b(e,t,n=!0){let r=`rgba16float`;return{advection:v(e,`struct U {\n texelSize : vec2f,\n dt : f32,\n dissipation: f32,\n}\n@group(0) @binding(0) var<uniform> u : U;\n@group(0) @binding(1) var samp : sampler;\n@group(0) @binding(2) var uVel : texture_2d<f32>;\n@group(0) @binding(3) var uSrc : texture_2d<f32>;\n@group(0) @binding(4) var uObs : texture_2d<f32>;\n@vertex fn vs(@location(0) a: vec2f) -> VSOut {\n var o: VSOut;\n o.uv = vec2f(a.x * 0.5 + 0.5, 0.5 - a.y * 0.5);\n o.vL = o.uv - vec2f(u.texelSize.x, 0.0);\n o.vR = o.uv + vec2f(u.texelSize.x, 0.0);\n o.vT = o.uv + vec2f(0.0, u.texelSize.y);\n o.vB = o.uv - vec2f(0.0, u.texelSize.y);\n o.pos = vec4f(a, 0.0, 1.0);\n return o;\n}\n@fragment fn fs(i: VSOut) -> @location(0) vec4f {\n let obs = textureSample(uObs, samp, i.uv).r;\n let vel = textureSample(uVel, samp, i.uv).xy;\n let coord = i.uv - u.dt * vel * u.texelSize;\n let src = textureSample(uSrc, samp, coord);\n return u.dissipation * src * (1.0 - obs);\n}`,r),divergence:v(e,`struct U { texelSize: vec2f, _pad: vec2f }\n@group(0) @binding(0) var<uniform> u : U;\n@group(0) @binding(1) var samp : sampler;\n@group(0) @binding(2) var uVel : texture_2d<f32>;\n@group(0) @binding(3) var uObs : texture_2d<f32>;\n@vertex fn vs(@location(0) a: vec2f) -> VSOut {\n var o: VSOut;\n o.uv = vec2f(a.x * 0.5 + 0.5, 0.5 - a.y * 0.5);\n o.vL = o.uv - vec2f(u.texelSize.x, 0.0);\n o.vR = o.uv + vec2f(u.texelSize.x, 0.0);\n o.vT = o.uv + vec2f(0.0, u.texelSize.y);\n o.vB = o.uv - vec2f(0.0, u.texelSize.y);\n o.pos = vec4f(a, 0.0, 1.0);\n return o;\n}\n@fragment fn fs(i: VSOut) -> @location(0) vec4f {\n let L = textureSample(uVel, samp, i.vL).x * (1.0 - textureSample(uObs, samp, i.vL).r);\n let R = textureSample(uVel, samp, i.vR).x * (1.0 - textureSample(uObs, samp, i.vR).r);\n let T = textureSample(uVel, samp, i.vT).y * (1.0 - textureSample(uObs, samp, i.vT).r);\n let B = textureSample(uVel, samp, i.vB).y * (1.0 - textureSample(uObs, samp, i.vB).r);\n return vec4f(0.5 * (R - L + T - B), 0.0, 0.0, 1.0);\n}`,r),pressure:v(e,`struct U { texelSize: vec2f, _pad: vec2f }\n@group(0) @binding(0) var<uniform> u : U;\n@group(0) @binding(1) var samp : sampler;\n@group(0) @binding(2) var uPres: texture_2d<f32>;\n@group(0) @binding(3) var uDiv : texture_2d<f32>;\n@group(0) @binding(4) var uObs : texture_2d<f32>;\n@vertex fn vs(@location(0) a: vec2f) -> VSOut {\n var o: VSOut;\n o.uv = vec2f(a.x * 0.5 + 0.5, 0.5 - a.y * 0.5);\n o.vL = o.uv - vec2f(u.texelSize.x, 0.0);\n o.vR = o.uv + vec2f(u.texelSize.x, 0.0);\n o.vT = o.uv + vec2f(0.0, u.texelSize.y);\n o.vB = o.uv - vec2f(0.0, u.texelSize.y);\n o.pos = vec4f(a, 0.0, 1.0);\n return o;\n}\n@fragment fn fs(i: VSOut) -> @location(0) vec4f {\n let C = textureSample(uPres, samp, i.uv).x;\n let L = mix(textureSample(uPres, samp, i.vL).x, C, textureSample(uObs, samp, i.vL).r);\n let R = mix(textureSample(uPres, samp, i.vR).x, C, textureSample(uObs, samp, i.vR).r);\n let T = mix(textureSample(uPres, samp, i.vT).x, C, textureSample(uObs, samp, i.vT).r);\n let B = mix(textureSample(uPres, samp, i.vB).x, C, textureSample(uObs, samp, i.vB).r);\n let dv = textureSample(uDiv, samp, i.uv).x;\n return vec4f((L + R + B + T - dv) * 0.25, 0.0, 0.0, 1.0);\n}`,r),gradientSubtract:v(e,`struct U { texelSize: vec2f, _pad: vec2f }\n@group(0) @binding(0) var<uniform> u : U;\n@group(0) @binding(1) var samp : sampler;\n@group(0) @binding(2) var uPres: texture_2d<f32>;\n@group(0) @binding(3) var uVel : texture_2d<f32>;\n@group(0) @binding(4) var uObs : texture_2d<f32>;\n@vertex fn vs(@location(0) a: vec2f) -> VSOut {\n var o: VSOut;\n o.uv = vec2f(a.x * 0.5 + 0.5, 0.5 - a.y * 0.5);\n o.vL = o.uv - vec2f(u.texelSize.x, 0.0);\n o.vR = o.uv + vec2f(u.texelSize.x, 0.0);\n o.vT = o.uv + vec2f(0.0, u.texelSize.y);\n o.vB = o.uv - vec2f(0.0, u.texelSize.y);\n o.pos = vec4f(a, 0.0, 1.0);\n return o;\n}\n@fragment fn fs(i: VSOut) -> @location(0) vec4f {\n let obs = textureSample(uObs, samp, i.uv).r;\n let C = textureSample(uPres, samp, i.uv).x;\n let L = mix(textureSample(uPres, samp, i.vL).x, C, textureSample(uObs, samp, i.vL).r);\n let R = mix(textureSample(uPres, samp, i.vR).x, C, textureSample(uObs, samp, i.vR).r);\n let T = mix(textureSample(uPres, samp, i.vT).x, C, textureSample(uObs, samp, i.vT).r);\n let B = mix(textureSample(uPres, samp, i.vB).x, C, textureSample(uObs, samp, i.vB).r);\n let vel = (textureSample(uVel, samp, i.uv).xy - vec2f(R - L, T - B)) * (1.0 - obs);\n return vec4f(vel, 0.0, 1.0);\n}`,r),splat:v(e,`struct U {\n texelSize : vec2f,\n aspectRatio: f32,\n radius : f32,\n color : vec4f, \n point : vec2f,\n _pad : vec2f,\n}\n@group(0) @binding(0) var<uniform> u : U;\n@group(0) @binding(1) var samp : sampler;\n@group(0) @binding(2) var uTgt : texture_2d<f32>;\n@vertex fn vs(@location(0) a: vec2f) -> VSOut {\n var o: VSOut;\n o.uv = vec2f(a.x * 0.5 + 0.5, 0.5 - a.y * 0.5);\n o.vL = o.uv - vec2f(u.texelSize.x, 0.0);\n o.vR = o.uv + vec2f(u.texelSize.x, 0.0);\n o.vT = o.uv + vec2f(0.0, u.texelSize.y);\n o.vB = o.uv - vec2f(0.0, u.texelSize.y);\n o.pos = vec4f(a, 0.0, 1.0);\n return o;\n}\n@fragment fn fs(i: VSOut) -> @location(0) vec4f {\n var p = i.uv - u.point;\n p.x *= u.aspectRatio;\n let sp = exp(-dot(p, p) / u.radius) * u.color.xyz;\n return vec4f(textureSample(uTgt, samp, i.uv).xyz + sp, 1.0);\n}`,r),curl:v(e,`struct U { texelSize: vec2f, _pad: vec2f }\n@group(0) @binding(0) var<uniform> u : U;\n@group(0) @binding(1) var samp : sampler;\n@group(0) @binding(2) var uVel : texture_2d<f32>;\n@vertex fn vs(@location(0) a: vec2f) -> VSOut {\n var o: VSOut;\n o.uv = vec2f(a.x * 0.5 + 0.5, 0.5 - a.y * 0.5);\n o.vL = o.uv - vec2f(u.texelSize.x, 0.0);\n o.vR = o.uv + vec2f(u.texelSize.x, 0.0);\n o.vT = o.uv + vec2f(0.0, u.texelSize.y);\n o.vB = o.uv - vec2f(0.0, u.texelSize.y);\n o.pos = vec4f(a, 0.0, 1.0);\n return o;\n}\n@fragment fn fs(i: VSOut) -> @location(0) vec4f {\n let L = textureSample(uVel, samp, i.vL).y;\n let R = textureSample(uVel, samp, i.vR).y;\n let T = textureSample(uVel, samp, i.vT).x;\n let B = textureSample(uVel, samp, i.vB).x;\n return vec4f(0.5 * (R - L - T + B), 0.0, 0.0, 1.0);\n}`,r),vorticity:v(e,`struct U {\n texelSize: vec2f,\n curl : f32,\n dt : f32,\n}\n@group(0) @binding(0) var<uniform> u : U;\n@group(0) @binding(1) var samp : sampler;\n@group(0) @binding(2) var uVel : texture_2d<f32>;\n@group(0) @binding(3) var uCrl : texture_2d<f32>;\n@vertex fn vs(@location(0) a: vec2f) -> VSOut {\n var o: VSOut;\n o.uv = vec2f(a.x * 0.5 + 0.5, 0.5 - a.y * 0.5);\n o.vL = o.uv - vec2f(u.texelSize.x, 0.0);\n o.vR = o.uv + vec2f(u.texelSize.x, 0.0);\n o.vT = o.uv + vec2f(0.0, u.texelSize.y);\n o.vB = o.uv - vec2f(0.0, u.texelSize.y);\n o.pos = vec4f(a, 0.0, 1.0);\n return o;\n}\n@fragment fn fs(i: VSOut) -> @location(0) vec4f {\n let L = textureSample(uCrl, samp, i.vL).x;\n let R = textureSample(uCrl, samp, i.vR).x;\n let T = textureSample(uCrl, samp, i.vT).x;\n let B = textureSample(uCrl, samp, i.vB).x;\n let C = textureSample(uCrl, samp, i.uv).x;\n var force = 0.5 * vec2f(abs(T) - abs(B), abs(R) - abs(L));\n force /= length(force) + 0.0001;\n force *= u.curl * 30.0 * C;\n let vel = textureSample(uVel, samp, i.uv).xy + force * u.dt;\n return vec4f(vel, 0.0, 1.0);\n}`,r),display:v(e,`struct U {\n texelSize : vec2f,\n refraction : f32,\n specularExp : f32,\n waterColor : vec4f,\n glowColor : vec4f,\n shine : f32,\n warpStrength: f32,\n algorithm : i32,\n enableAlpha : i32,\n}\n@group(0) @binding(0) var<uniform> u : U;\n@group(0) @binding(1) var samp : sampler;\n@group(0) @binding(2) var uTex : texture_2d<f32>;\n@group(0) @binding(3) var uObs : texture_2d<f32>;\n@group(0) @binding(4) var uBg : texture_2d<f32>;\n@group(0) @binding(5) var uCov : texture_2d<f32>;\n@group(0) @binding(6) var uVel : texture_2d<f32>;\n@vertex fn vs(@location(0) a: vec2f) -> VSOut {\n var o: VSOut;\n o.uv = vec2f(a.x * 0.5 + 0.5, 0.5 - a.y * 0.5);\n o.vL = o.uv - vec2f(u.texelSize.x, 0.0);\n o.vR = o.uv + vec2f(u.texelSize.x, 0.0);\n o.vT = o.uv + vec2f(0.0, u.texelSize.y);\n o.vB = o.uv - vec2f(0.0, u.texelSize.y);\n o.pos = vec4f(a, 0.0, 1.0);\n return o;\n}\n@fragment fn fs(i: VSOut) -> @location(0) vec4f {\n let obs = textureSample(uObs, samp, i.uv).r;\n let density = max(textureSample(uTex, samp, i.uv).r, 0.0) * (1.0 - obs);\n let cov = textureSample(uCov, samp, i.uv).r;\n let sx = u.texelSize.x * 6.0;\n let sy = u.texelSize.y * 6.0;\n let d00 = max(textureSample(uTex, samp, i.uv + vec2f(-sx, -sy)).r, 0.0);\n let d10 = max(textureSample(uTex, samp, i.uv + vec2f(0.0, -sy)).r, 0.0);\n let d20 = max(textureSample(uTex, samp, i.uv + vec2f( sx, -sy)).r, 0.0);\n let d01 = max(textureSample(uTex, samp, i.uv + vec2f(-sx, 0.0)).r, 0.0);\n let d21 = max(textureSample(uTex, samp, i.uv + vec2f( sx, 0.0)).r, 0.0);\n let d02 = max(textureSample(uTex, samp, i.uv + vec2f(-sx, sy)).r, 0.0);\n let d12 = max(textureSample(uTex, samp, i.uv + vec2f(0.0, sy)).r, 0.0);\n let d22 = max(textureSample(uTex, samp, i.uv + vec2f( sx, sy)).r, 0.0);\n let gx = (d20 + 2.0*d21 + d22) - (d00 + 2.0*d01 + d02);\n let gy = (d02 + 2.0*d12 + d22) - (d00 + 2.0*d10 + d20);\n let norm = normalize(vec3f(gx, gy, 1.2));\n let ldir = normalize(vec3f(0.5, 1.0, 0.5));\n let halfV = normalize(ldir + vec3f(0.0, 0.0, 1.0));\n let specDen = density * min(density * 5.0, 1.0);\n let spec = pow(max(dot(norm, halfV), 0.0), u.specularExp) * u.shine * specDen;\n let bgRaw = textureSample(uBg, samp, i.uv).rgb;\n let wc = u.waterColor.rgb;\n let gc = u.glowColor.rgb;\n let bg = mix(wc, bgRaw, cov);\n var color = bg;\n if (u.algorithm == 1) {\n let ruv = clamp(i.uv + norm.xy * u.refraction * density * 3.0, vec2f(0.0), vec2f(1.0));\n let rbg = mix(wc, textureSample(uBg, samp, mix(i.uv, ruv, 1.0 - obs)).rgb, cov);\n color = rbg + spec * gc * 2.5;\n color = mix(color, bg * 0.6, obs * 0.3);\n } else if (u.algorithm == 2) {\n let inkD = min(density * 4.0, 1.0);\n let ruv = clamp(i.uv + norm.xy * u.refraction * density * 0.4, vec2f(0.0), vec2f(1.0));\n let rbg = mix(wc, textureSample(uBg, samp, mix(i.uv, ruv, 1.0 - obs)).rgb, cov);\n color = mix(rbg, wc + spec * gc, inkD);\n color = mix(color, bg * 0.5, obs * 0.15);\n } else if (u.algorithm == 3) {\n let vel = textureSample(uVel, samp, i.uv).xy;\n let velMag = clamp(length(vel) * 20.0, 0.0, 1.0);\n let wuv = clamp(i.uv + vel * u.warpStrength, vec2f(0.0), vec2f(1.0));\n let wbg = mix(wc, textureSample(uBg, samp, wuv).rgb, cov);\n color = mix(bg, wbg, velMag * (1.0 - obs));\n color += spec * gc * velMag * 1.5;\n color += wc * density * 0.3;\n color = mix(color, bg * 0.5, obs * 0.2);\n } else if (u.algorithm == 4) {\n let ruv = clamp(i.uv + norm.xy * u.refraction * density * 6.0, vec2f(0.0), vec2f(1.0));\n let rbg = mix(wc, textureSample(uBg, samp, mix(i.uv, ruv, 1.0 - obs)).rgb, cov);\n let fres = pow(clamp(1.0 - dot(norm, vec3f(0.0, 0.0, 1.0)), 0.0, 1.0), 3.0) * density;\n color = rbg;\n color += fres * gc * 2.0;\n color += spec * gc * density * 2.0;\n color = mix(color, bg * 0.5, obs * 0.2);\n } else {\n let ruv = i.uv + norm.xy * u.refraction * density;\n let rbg = mix(wc, textureSample(uBg, samp, mix(i.uv, ruv, 1.0 - obs)).rgb, cov);\n color = mix(rbg, wc, min(density * 1.5, 0.8));\n color += spec * gc;\n color = mix(color, bg * 0.5, obs * 0.2);\n }\n let alpha = clamp(max(density * 1.5, cov), 0.0, 1.0);\n if (u.enableAlpha == 1) {\n return vec4f(color * alpha, alpha);\n }\n return vec4f(color, 1.0);\n}`,t,n?void 0:y)}}function x(e){return e.createSampler({magFilter:`linear`,minFilter:`linear`,addressModeU:`clamp-to-edge`,addressModeV:`clamp-to-edge`})}function S(e,t){return e.createBuffer({size:t,usage:GPUBufferUsage.UNIFORM|GPUBufferUsage.COPY_DST})}function C(e,t,n,r,i,a){let o=new Float32Array([n,r,i,a]);e.queue.writeBuffer(t,0,o)}function w(e,t,n,r){let i=new Float32Array([n,r,0,0]);e.queue.writeBuffer(t,0,i)}function T(e,t,n,r,i,a){let o=new Float32Array([n,r,i,a]);e.queue.writeBuffer(t,0,o)}function E(e,t,n,r,i,a,o,s,c,l,u){let d=new Float32Array(12);d[0]=n,d[1]=r,d[2]=i,d[3]=a,d[4]=o,d[5]=s,d[6]=c,d[7]=0,d[8]=l,d[9]=u,d[10]=0,d[11]=0,e.queue.writeBuffer(t,0,d)}function D(e,t,n,r,i,a,o,s,c,l,u,d){let f=new Float32Array(16),p=new Int32Array(f.buffer);f[0]=n,f[1]=r,f[2]=i,f[3]=a,f[4]=o[0],f[5]=o[1],f[6]=o[2],f[7]=0,f[8]=s[0],f[9]=s[1],f[10]=s[2],f[11]=0,f[12]=c,f[13]=l,p[14]=u,p[15]=+!!d,e.queue.writeBuffer(t,0,f)}function O(e,t,n,r,i){let a=e.beginRenderPass({colorAttachments:[{view:i,clearValue:[0,0,0,0],loadOp:`clear`,storeOp:`store`}]});a.setPipeline(t),a.setBindGroup(0,n),a.setVertexBuffer(0,r),a.draw(6),a.end()}function k(e,t,n,r,i){let a=e.beginRenderPass({colorAttachments:[{view:i,clearValue:[0,0,0,0],loadOp:`clear`,storeOp:`store`}]});a.setPipeline(t),a.setBindGroup(0,n),a.setVertexBuffer(0,r),a.draw(6),a.end()}function A(e,t,n,r,i=`cover`){let a;a=i===`cover`?Math.max(n/e,r/t):i===`contain`?Math.min(n/e,r/t):typeof i==`string`&&i.endsWith(`%`)?Math.min(n/e,r/t)*(parseFloat(i)/100):typeof i==`string`&&i.endsWith(`px`)?parseFloat(i)/Math.max(e,t):typeof i==`number`?i:Math.max(n/e,r/t);let o=e*a,s=t*a;return{x:(n-o)/2,y:(r-s)/2,drawW:o,drawH:s}}function j(e,t,n,r,i=null,a=`cover`){let{text:o,fontSize:s,color:c,fontFamily:l=`sans-serif`,fontWeight:u=900}=r,d=new OffscreenCanvas(t,n),f=d.getContext(`2d`);(e=>{if(i){f.clearRect(0,0,t,n),f.fillStyle=`black`,f.fillRect(0,0,t,n);let{x:e,y:r,drawW:o,drawH:s}=A(i.width,i.height,t,n,a);f.drawImage(i,e,r,o,s)}else f.fillStyle=`black`,f.fillRect(0,0,t,n);f.fillStyle=e,f.font=`${u} ${s}px ${l}`,f.textAlign=`center`,f.textBaseline=`middle`,f.fillText(o,t/2,n/2)})(c);let p=N(e,d);f.fillStyle=`black`,f.fillRect(0,0,t,n),f.fillStyle=`white`,f.font=`${u} ${s}px ${l}`,f.textAlign=`center`,f.textBaseline=`middle`,f.fillText(o,t/2,n/2);let m=N(e,d);return{backgroundTex:p,obstacleTex:m,coverageTex:m}}function M(e,t,n,r,i=0,a=`cover`,o=null,s=`cover`){let c=new OffscreenCanvas(n,r),l=c.getContext(`2d`),{x:u,y:d,drawW:f,drawH:p}=A(t.width,t.height,n,r,a);if(l.clearRect(0,0,n,r),l.fillStyle=`black`,l.fillRect(0,0,n,r),o){let{x:e,y:t,drawW:a,drawH:c}=A(o.width,o.height,n,r,s);l.filter=`brightness(${i}) blur(8px)`,l.drawImage(o,e,t,a,c),l.filter=`none`}l.drawImage(t,u,d,f,p);let m=N(e,c);l.clearRect(0,0,n,r),l.fillStyle=`black`,l.fillRect(0,0,n,r),l.filter=`brightness(${i}) blur(8px)`,l.drawImage(t,u,d,f,p),l.filter=`none`;let h=N(e,c);return l.clearRect(0,0,n,r),l.fillStyle=`black`,l.fillRect(0,0,n,r),l.fillStyle=`white`,l.fillRect(Math.max(0,u),Math.max(0,d),Math.min(f,n-Math.max(0,u)),Math.min(p,r-Math.max(0,d))),{backgroundTex:m,obstacleTex:h,coverageTex:N(e,c)}}function N(e,t){let n=e.createTexture();return e.bindTexture(e.TEXTURE_2D,n),e.pixelStorei(e.UNPACK_FLIP_Y_WEBGL,!0),e.texImage2D(e.TEXTURE_2D,0,e.RGBA,e.RGBA,e.UNSIGNED_BYTE,t),e.texParameteri(e.TEXTURE_2D,e.TEXTURE_MIN_FILTER,e.LINEAR),e.texParameteri(e.TEXTURE_2D,e.TEXTURE_MAG_FILTER,e.LINEAR),e.texParameteri(e.TEXTURE_2D,e.TEXTURE_WRAP_S,e.CLAMP_TO_EDGE),e.texParameteri(e.TEXTURE_2D,e.TEXTURE_WRAP_T,e.CLAMP_TO_EDGE),n}function P(e,t,n,r,i=null,a=`cover`){let{text:o,fontSize:s,color:c,fontFamily:l=`sans-serif`,fontWeight:u=900}=r,d=new OffscreenCanvas(t,n),f=d.getContext(`2d`);(e=>{if(i){f.clearRect(0,0,t,n),f.fillStyle=`black`,f.fillRect(0,0,t,n);let{x:e,y:r,drawW:o,drawH:s}=A(i.width,i.height,t,n,a);f.drawImage(i,e,r,o,s)}else f.fillStyle=`black`,f.fillRect(0,0,t,n);f.fillStyle=e,f.font=`${u} ${s}px ${l}`,f.textAlign=`center`,f.textBaseline=`middle`,f.fillText(o,t/2,n/2)})(c);let p=I(e,d,t,n);f.fillStyle=`black`,f.fillRect(0,0,t,n),f.fillStyle=`white`,f.font=`${u} ${s}px ${l}`,f.textAlign=`center`,f.textBaseline=`middle`,f.fillText(o,t/2,n/2);let m=I(e,d,t,n);return{backgroundTex:p,backgroundView:p.createView(),obstacleTex:m,obstacleView:m.createView(),coverageTex:m,coverageView:m.createView(),sharedCoverage:!0}}function F(e,t,n,r,i=0,a=`cover`,o=null,s=`cover`){let c=new OffscreenCanvas(n,r),l=c.getContext(`2d`),{x:u,y:d,drawW:f,drawH:p}=A(t.width,t.height,n,r,a);if(l.clearRect(0,0,n,r),l.fillStyle=`black`,l.fillRect(0,0,n,r),o){let{x:e,y:t,drawW:a,drawH:c}=A(o.width,o.height,n,r,s);l.filter=`brightness(${i}) blur(8px)`,l.drawImage(o,e,t,a,c),l.filter=`none`}l.drawImage(t,u,d,f,p);let m=I(e,c,n,r);l.clearRect(0,0,n,r),l.fillStyle=`black`,l.fillRect(0,0,n,r),l.filter=`brightness(${i}) blur(8px)`,l.drawImage(t,u,d,f,p),l.filter=`none`;let h=I(e,c,n,r);l.clearRect(0,0,n,r),l.fillStyle=`black`,l.fillRect(0,0,n,r),l.fillStyle=`white`,l.fillRect(Math.max(0,u),Math.max(0,d),Math.min(f,n-Math.max(0,u)),Math.min(p,r-Math.max(0,d)));let g=I(e,c,n,r);return{backgroundTex:m,backgroundView:m.createView(),obstacleTex:h,obstacleView:h.createView(),coverageTex:g,coverageView:g.createView(),sharedCoverage:!1}}function I(e,t,n,r){let i=e.createTexture({size:[n,r],format:`rgba8unorm`,usage:GPUTextureUsage.TEXTURE_BINDING|GPUTextureUsage.COPY_DST|GPUTextureUsage.RENDER_ATTACHMENT});return e.queue.copyExternalImageToTexture({source:t},{texture:i},[n,r]),i}async function L(e){let t=await fetch(e);if(!t.ok)throw Error(`Failed to fetch image: ${e} (${t.status})`);let n=await t.blob();return createImageBitmap(n)}const R=typeof requestAnimationFrame<`u`?requestAnimationFrame.bind(globalThis):e=>setTimeout(e,1e3/60),z=typeof cancelAnimationFrame<`u`?cancelAnimationFrame.bind(globalThis):clearTimeout,B=.016,V={standard:0,glass:1,ink:2,aurora:3,ripple:4};var H=class e{#e;#t=null;#n=null;#r=null;#i=null;#a=null;#o=null;#s=null;#c=null;#l=null;#u=null;#d=null;#f=null;#p=null;#m=null;#h=null;#g=null;#_=null;#v=null;#y=null;#b=null;#x=null;#S=null;#C=null;#w=null;#T=null;#E=null;#D=null;#O=null;#k=null;#A=null;#j=null;#M=null;#N=0;#P=0;#F=0;#I=0;#L=1;#R=1;#z=.5;#B=null;#V=`cover`;#H;#U={x:0,y:0,dx:0,dy:0,targetX:0,targetY:0,moved:!1};#W=!1;#G=null;#K=null;#q=!1;#J=!1;#Y=!0;constructor(e,t={},n={},r,a=!0){if(this.#e=e,this.#R=Math.max(.1,Math.min(1,n.dpr??1)),this.#z=Math.max(.1,Math.min(1,n.sim??.5)),this.#H=i(t),this.#Y=a,r)this.#p=r,this.#X(r);else{let{gl:t,ext:n}=o(e,a);this.#t=t,this.#n=n,this.#r=l(t),this.#i=f(t),t.clearColor(0,0,0,+!a)}}static async create(t,n={},r={},i=!0,a=!0){return new e(t,n,r,(i?await s(t,a):null)??void 0,a)}setTextSource(e){this.#G={type:`text`,opts:e},this.#Z(),this.#$(),this.#ee()}async setImageSource(e,t=0,n=`cover`){let r=await L(e);if(this.#J){r.close();return}this.#G={type:`image`,bitmap:r,effect:t,size:n},this.#Z(),this.#$(),this.#ee()}setImageBitmap(e,t=0,n=`cover`){this.#G={type:`image`,bitmap:e,effect:t,size:n},this.#Z(),this.#$(),this.#ee()}setBackground(e,t=`cover`){this.#B&&this.#B!==e&&this.#B.close(),this.#B=e,this.#V=t??`cover`,this.#G&&this.#N>0&&this.#P>0&&this.#$()}handleMove(e,t,n=1){if(!this.#W){this.#U.x=this.#U.targetX=e,this.#U.y=this.#U.targetY=t,this.#W=!0;return}this.#U.moved=!0,this.#U.dx=(e-this.#U.targetX)*n,this.#U.dy=(t-this.#U.targetY)*n,this.#U.targetX=e,this.#U.targetY=t}splat(e,t,n,r,i=1){!this.#q||this.#N===0||(this.#p?this.#ae(e,t,n,r,i):this.#oe(e,t,n,r,i))}updateQuality(e){e.dpr!==void 0&&(this.#R=Math.max(.1,Math.min(1,e.dpr))),e.sim!==void 0&&(this.#z=Math.max(.1,Math.min(1,e.sim)))}resize(e,t,n){if(n===void 0?typeof window<`u`&&window.devicePixelRatio&&(this.#L=window.devicePixelRatio):this.#L=n,e!==void 0&&e>0){if(t===void 0||t<=0)return;this.#N=this.#e.width=e,this.#P=this.#e.height=t,this.#F=Math.max(1,Math.round(e*this.#z)),this.#I=Math.max(1,Math.round(t*this.#z)),this.#Q()}else this.#Z();this.#G&&this.#$(),this.#ee()}updateConfig(e){Object.assign(this.#H,e)}destroy(){if(this.#J=!0,this.stop(),this.#te(),this.#ne(),this.#B&&=(this.#B.close(),null),this.#p)this.#C?.destroy(),this.#w?.destroy(),this.#T?.destroy(),this.#E?.destroy(),this.#D?.destroy(),this.#O?.destroy(),this.#k?.destroy(),this.#A?.destroy(),this.#j?.destroy(),this.#M?.destroy(),this.#h?.destroy(),this.#p.device.destroy();else{let e=this.#t;for(let e of Object.values(this.#r))e.dispose();e.getExtension(`WEBGL_lose_context`)?.loseContext()}}start(){if(this.#K!==null)return;let e=()=>{this.#re(),this.#K=R(e)};this.#K=R(e)}stop(){this.#K!==null&&(z(this.#K),this.#K=null)}get isRunning(){return this.#K!==null}#X(e){let{device:t,format:n}=e;this.#m=b(t,n,this.#Y),this.#h=h(t),this.#g=x(t),this.#C=S(t,16),this.#w=S(t,16),this.#T=S(t,16),this.#E=S(t,16),this.#D=S(t,16),this.#O=S(t,48),this.#k=S(t,48),this.#A=S(t,16),this.#j=S(t,16),this.#M=S(t,64)}#Z(){let e=this.#e;`clientWidth`in e&&e.clientWidth>0?(this.#L=(typeof window<`u`&&window.devicePixelRatio||1)*this.#R,this.#N=e.width=Math.round(e.clientWidth*this.#L),this.#P=e.height=Math.round(e.clientHeight*this.#L)):(this.#N=e.width,this.#P=e.height),!(this.#N===0||this.#P===0)&&(this.#F=Math.max(1,Math.round(this.#N*this.#z)),this.#I=Math.max(1,Math.round(this.#P*this.#z)),this.#Q())}#Q(){if(this.#te(),this.#p){let{device:e}=this.#p,t=`rgba16float`,n=this.#F,r=this.#I;this.#_=_(e,t,n,r),this.#v=_(e,t,n,r),this.#b=_(e,t,n,r),this.#y=g(e,t,n,r),this.#x=g(e,t,n,r)}else{let e=this.#t,t=this.#n,n=this.#F,r=this.#I;this.#a=d(e,t,n,r),this.#o=d(e,t,n,r),this.#c=d(e,t,n,r),this.#s=u(e,t,n,r),this.#l=u(e,t,n,r)}}#$(){if(!(!this.#G||this.#N===0||this.#P===0)){if(this.#ne(),this.#p){let{device:e}=this.#p;this.#G.type===`text`?this.#S=P(e,this.#N,this.#P,this.#G.opts,this.#B,this.#V):this.#S=F(e,this.#G.bitmap,this.#N,this.#P,this.#G.effect,this.#G.size,this.#B,this.#V)}else{let e=this.#t;if(this.#G.type===`text`){let{backgroundTex:t,obstacleTex:n,coverageTex:r}=j(e,this.#N,this.#P,this.#G.opts,this.#B,this.#V);this.#u=t,this.#d=n,this.#f=r}else{let{backgroundTex:t,obstacleTex:n,coverageTex:r}=M(e,this.#G.bitmap,this.#N,this.#P,this.#G.effect,this.#G.size,this.#B,this.#V);this.#u=t,this.#d=n,this.#f=r}}this.#q=!0}}#ee(){this.#q&&!this.isRunning&&this.start()}#te(){if(this.#p)this.#_?.dispose(),this.#v?.dispose(),this.#b?.dispose(),this.#y?.tex.destroy(),this.#x?.tex.destroy(),this.#_=this.#v=this.#b=null,this.#y=this.#x=null;else{let e=this.#t;this.#a?.dispose(),this.#o?.dispose(),this.#c?.dispose(),this.#s&&(e.deleteTexture(this.#s.tex),e.deleteFramebuffer(this.#s.fbo)),this.#l&&(e.deleteTexture(this.#l.tex),e.deleteFramebuffer(this.#l.fbo)),this.#a=this.#o=this.#c=this.#s=this.#l=null}}#ne(){if(this.#p)this.#S&&=(this.#S.backgroundTex.destroy(),this.#S.obstacleTex.destroy(),this.#S.sharedCoverage||this.#S.coverageTex.destroy(),null);else{let e=this.#t;this.#u&&e.deleteTexture(this.#u),this.#d&&e.deleteTexture(this.#d),this.#f&&this.#f!==this.#d&&e.deleteTexture(this.#f),this.#u=this.#d=this.#f=null}}#re(){!this.#q||this.#N===0||(this.#p?this.#ie():this.#se())}#ie(){let e=this.#p,t=e.device,n=this.#m,i=this.#h,a=this.#g,o=this.#H,s=this.#S;if(!this.#_||!this.#v)return;this.#U.x+=(this.#U.targetX-this.#U.x)*.15,this.#U.y+=(this.#U.targetY-this.#U.y)*.15;let c=this.#F,l=this.#I,u=this.#N,d=this.#P,f=1/c,p=1/l;C(t,this.#C,f,p,B,o.velocityDissipation),w(t,this.#T,f,p),w(t,this.#E,f,p),w(t,this.#D,f,p),w(t,this.#A,f,p),T(t,this.#j,f,p,o.curl,B),D(t,this.#M,1/u,1/d,o.refraction,o.specularExp,r(o.waterColor),r(o.glowColor),o.shine,o.warpStrength??.015,V[o.algorithm]??0,this.#Y);let m=t.createCommandEncoder(),h=(e,n)=>t.createBindGroup({layout:e.getBindGroupLayout(0),entries:n}),g={binding:1,resource:a};{let e=h(n.advection,[{binding:0,resource:{buffer:this.#C}},g,{binding:2,resource:this.#v.read.view},{binding:3,resource:this.#v.read.view},{binding:4,resource:s.obstacleView}]);O(m,n.advection,e,i,this.#v.write.view)}this.#v.swap();{C(t,this.#w,f,p,B,o.densityDissipation);let e=h(n.advection,[{binding:0,resource:{buffer:this.#w}},g,{binding:2,resource:this.#v.read.view},{binding:3,resource:this.#_.read.view},{binding:4,resource:s.obstacleView}]);O(m,n.advection,e,i,this.#_.write.view)}this.#_.swap();{let e=h(n.curl,[{binding:0,resource:{buffer:this.#A}},g,{binding:2,resource:this.#v.read.view}]);O(m,n.curl,e,i,this.#x.view)}{let e=h(n.vorticity,[{binding:0,resource:{buffer:this.#j}},g,{binding:2,resource:this.#v.read.view},{binding:3,resource:this.#x.view}]);O(m,n.vorticity,e,i,this.#v.write.view)}if(this.#v.swap(),this.#U.moved){let e=this.#U.x*this.#L/u,r=this.#U.y*this.#L/d;E(t,this.#O,f,p,u/d,o.splatRadius,this.#U.dx*o.splatForce,this.#U.dy*o.splatForce,0,e,r);{let e=h(n.splat,[{binding:0,resource:{buffer:this.#O}},g,{binding:2,resource:this.#v.read.view}]);O(m,n.splat,e,i,this.#v.write.view)}this.#v.swap(),E(t,this.#k,f,p,u/d,o.splatRadius,1,1,1,e,r);{let e=h(n.splat,[{binding:0,resource:{buffer:this.#k}},g,{binding:2,resource:this.#_.read.view}]);O(m,n.splat,e,i,this.#_.write.view)}this.#_.swap(),this.#U.moved=!1}{let e=h(n.divergence,[{binding:0,resource:{buffer:this.#T}},g,{binding:2,resource:this.#v.read.view},{binding:3,resource:s.obstacleView}]);O(m,n.divergence,e,i,this.#y.view)}for(let e=0;e<o.pressureIterations;e++){let e=h(n.pressure,[{binding:0,resource:{buffer:this.#E}},g,{binding:2,resource:this.#b.read.view},{binding:3,resource:this.#y.view},{binding:4,resource:s.obstacleView}]);O(m,n.pressure,e,i,this.#b.write.view),this.#b.swap()}{let e=h(n.gradientSubtract,[{binding:0,resource:{buffer:this.#D}},g,{binding:2,resource:this.#b.read.view},{binding:3,resource:this.#v.read.view},{binding:4,resource:s.obstacleView}]);O(m,n.gradientSubtract,e,i,this.#v.write.view)}this.#v.swap();{let t=e.context.getCurrentTexture().createView(),r=h(n.display,[{binding:0,resource:{buffer:this.#M}},g,{binding:2,resource:this.#_.read.view},{binding:3,resource:s.obstacleView},{binding:4,resource:s.backgroundView},{binding:5,resource:s.coverageView},{binding:6,resource:this.#v.read.view}]);k(m,n.display,r,i,t)}t.queue.submit([m.finish()])}#ae(e,t,n,r,i){let a=this.#p.device,o=this.#m.splat,s=this.#h,c=this.#g,l=this.#H,u=this.#F,d=this.#I,f=1/u,p=1/d,m=a.createCommandEncoder(),h={binding:1,resource:c},g=e=>a.createBindGroup({layout:o.getBindGroupLayout(0),entries:e}),_=e*this.#L/this.#N,v=t*this.#L/this.#P;E(a,this.#O,f,p,this.#N/this.#P,l.splatRadius,n*l.splatForce*i,r*l.splatForce*i,0,_,v),O(m,o,g([{binding:0,resource:{buffer:this.#O}},h,{binding:2,resource:this.#v.read.view}]),s,this.#v.write.view),this.#v.swap(),E(a,this.#k,f,p,this.#N/this.#P,l.splatRadius,i,i,i,_,v),O(m,o,g([{binding:0,resource:{buffer:this.#k}},h,{binding:2,resource:this.#_.read.view}]),s,this.#_.write.view),this.#_.swap(),a.queue.submit([m.finish()])}#oe(e,t,n,r,i){let a=this.#t,o=this.#H,s=this.#r.splat,c=this.#i;a.viewport(0,0,this.#F,this.#I),s.bind(),a.uniform1f(s.uniforms.aspectRatio,this.#N/this.#P),a.uniform2f(s.uniforms.point,e*this.#L/this.#N,1-t*this.#L/this.#P),a.uniform1f(s.uniforms.radius,o.splatRadius),a.uniform1i(s.uniforms.uTarget,0),a.activeTexture(a.TEXTURE0),a.bindTexture(a.TEXTURE_2D,this.#o.read.tex),a.uniform3f(s.uniforms.color,n*o.splatForce*i,-r*o.splatForce*i,0),c(this.#o.write.fbo),this.#o.swap(),a.activeTexture(a.TEXTURE0),a.bindTexture(a.TEXTURE_2D,this.#a.read.tex),a.uniform3f(s.uniforms.color,i,i,i),c(this.#a.write.fbo),this.#a.swap()}#se(){if(!this.#a||!this.#o)return;let e=this.#t,t=this.#H,{advection:n,divergence:i,pressure:a,gradientSubtract:o,splat:s,curl:c,vorticity:l,display:u}=this.#r;this.#U.x+=(this.#U.targetX-this.#U.x)*.15,this.#U.y+=(this.#U.targetY-this.#U.y)*.15;let d=this.#F,f=this.#I,p=this.#i;e.viewport(0,0,d,f),n.bind(),e.uniform2f(n.uniforms.texelSize,1/d,1/f),e.uniform1f(n.uniforms.dt,B),e.uniform1i(n.uniforms.uObstacle,0),e.activeTexture(e.TEXTURE0),e.bindTexture(e.TEXTURE_2D,this.#d),e.uniform1f(n.uniforms.dissipation,t.velocityDissipation),e.uniform1i(n.uniforms.uVelocity,1),e.activeTexture(e.TEXTURE1),e.bindTexture(e.TEXTURE_2D,this.#o.read.tex),e.uniform1i(n.uniforms.uSource,1),p(this.#o.write.fbo),this.#o.swap(),e.uniform1f(n.uniforms.dissipation,t.densityDissipation),e.uniform1i(n.uniforms.uSource,2),e.activeTexture(e.TEXTURE2),e.bindTexture(e.TEXTURE_2D,this.#a.read.tex),p(this.#a.write.fbo),this.#a.swap(),c.bind(),e.uniform2f(c.uniforms.texelSize,1/d,1/f),e.uniform1i(c.uniforms.uVelocity,0),e.activeTexture(e.TEXTURE0),e.bindTexture(e.TEXTURE_2D,this.#o.read.tex),p(this.#l.fbo),l.bind(),e.uniform2f(l.uniforms.texelSize,1/d,1/f),e.uniform1f(l.uniforms.curl,t.curl),e.uniform1f(l.uniforms.dt,B),e.uniform1i(l.uniforms.uVelocity,0),e.activeTexture(e.TEXTURE0),e.bindTexture(e.TEXTURE_2D,this.#o.read.tex),e.uniform1i(l.uniforms.uCurl,1),e.activeTexture(e.TEXTURE1),e.bindTexture(e.TEXTURE_2D,this.#l.tex),p(this.#o.write.fbo),this.#o.swap(),this.#U.moved&&(s.bind(),e.uniform1f(s.uniforms.aspectRatio,this.#N/this.#P),e.uniform2f(s.uniforms.point,this.#U.x*this.#L/this.#N,1-this.#U.y*this.#L/this.#P),e.uniform1f(s.uniforms.radius,t.splatRadius),e.uniform1i(s.uniforms.uTarget,0),e.activeTexture(e.TEXTURE0),e.bindTexture(e.TEXTURE_2D,this.#o.read.tex),e.uniform3f(s.uniforms.color,this.#U.dx*t.splatForce,-this.#U.dy*t.splatForce,0),p(this.#o.write.fbo),this.#o.swap(),e.activeTexture(e.TEXTURE0),e.bindTexture(e.TEXTURE_2D,this.#a.read.tex),e.uniform3f(s.uniforms.color,1,1,1),p(this.#a.write.fbo),this.#a.swap(),this.#U.moved=!1),i.bind(),e.uniform2f(i.uniforms.texelSize,1/d,1/f),e.uniform1i(i.uniforms.uVelocity,0),e.activeTexture(e.TEXTURE0),e.bindTexture(e.TEXTURE_2D,this.#o.read.tex),e.uniform1i(i.uniforms.uObstacle,1),e.activeTexture(e.TEXTURE1),e.bindTexture(e.TEXTURE_2D,this.#d),p(this.#s.fbo),a.bind(),e.uniform2f(a.uniforms.texelSize,1/d,1/f),e.uniform1i(a.uniforms.uDivergence,0),e.activeTexture(e.TEXTURE0),e.bindTexture(e.TEXTURE_2D,this.#s.tex),e.uniform1i(a.uniforms.uObstacle,1),e.activeTexture(e.TEXTURE1),e.bindTexture(e.TEXTURE_2D,this.#d);for(let n=0;n<t.pressureIterations;n++)e.uniform1i(a.uniforms.uPressure,2),e.activeTexture(e.TEXTURE2),e.bindTexture(e.TEXTURE_2D,this.#c.read.tex),p(this.#c.write.fbo),this.#c.swap();o.bind(),e.uniform2f(o.uniforms.texelSize,1/d,1/f),e.uniform1i(o.uniforms.uPressure,0),e.activeTexture(e.TEXTURE0),e.bindTexture(e.TEXTURE_2D,this.#c.read.tex),e.uniform1i(o.uniforms.uVelocity,1),e.activeTexture(e.TEXTURE1),e.bindTexture(e.TEXTURE_2D,this.#o.read.tex),e.uniform1i(o.uniforms.uObstacle,2),e.activeTexture(e.TEXTURE2),e.bindTexture(e.TEXTURE_2D,this.#d),p(this.#o.write.fbo),this.#o.swap(),e.viewport(0,0,this.#N,this.#P),e.bindFramebuffer(e.FRAMEBUFFER,null),e.clear(e.COLOR_BUFFER_BIT),u.bind(),e.uniform2f(u.uniforms.texelSize,1/this.#N,1/this.#P),e.uniform3fv(u.uniforms.uWaterColor,r(t.waterColor)),e.uniform3fv(u.uniforms.uGlowColor,r(t.glowColor)),e.uniform1f(u.uniforms.uRefraction,t.refraction),e.uniform1f(u.uniforms.uSpecularExp,t.specularExp),e.uniform1f(u.uniforms.uShine,t.shine),e.uniform1f(u.uniforms.uWarpStrength,t.warpStrength??.015),e.uniform1i(u.uniforms.uAlgorithm,V[t.algorithm]??0),e.uniform1i(u.uniforms.uEnableAlpha,+!!this.#Y),e.activeTexture(e.TEXTURE0),e.bindTexture(e.TEXTURE_2D,this.#a.read.tex),e.activeTexture(e.TEXTURE1),e.bindTexture(e.TEXTURE_2D,this.#d),e.activeTexture(e.TEXTURE2),e.bindTexture(e.TEXTURE_2D,this.#u),e.activeTexture(e.TEXTURE3),e.bindTexture(e.TEXTURE_2D,this.#f),e.activeTexture(e.TEXTURE4),e.bindTexture(e.TEXTURE_2D,this.#o.read.tex),e.uniform1i(u.uniforms.uTexture,0),e.uniform1i(u.uniforms.uObstacle,1),e.uniform1i(u.uniforms.uBackground,2),e.uniform1i(u.uniforms.uCoverage,3),e.uniform1i(u.uniforms.uVelocity,4),p(null)}};let U=null,W;const G=new Promise(e=>{W=e});self.onmessage=async e=>{let{type:t,...n}=e.data;try{switch(t){case`init`:{let{canvas:e,width:t,height:r,config:i,dpr:a,quality:o,useWebGPU:s,enableAlpha:c}=n;e.width=t,e.height=r,U=await H.create(e,i,o??{},s??!0,c??!0),U.resize(t,r,a||1),W(),self.postMessage({type:`ready`});break}case`setTextSource`:if(await G,!U)return;U.setTextSource(n.opts);break;case`setImageSource`:if(await G,!U)return;await U.setImageSource(n.src,n.effect,n.size);break;case`setImageBitmap`:if(await G,!U)return;U.setImageBitmap(n.bitmap,n.effect,n.size);break;case`setBackground`:if(await G,!U)return;U.setBackground(n.bitmap,n.size);break;case`splat`:if(await G,!U)return;U.splat(n.x,n.y,n.vx,n.vy,n.strength??1);break;case`move`:if(await G,!U)return;U.handleMove(n.x,n.y,n.strength??1);break;case`resize`:if(await G,!U)return;U.resize(n.width,n.height,n.dpr);break;case`updateQuality`:if(await G,!U)return;U.updateQuality(n.quality);break;case`updateConfig`:if(await G,!U)return;U.updateConfig(n.config);break;case`destroy`:await G,U?.destroy(),U=null;break;default:}}catch(e){self.postMessage({type:`error`,message:e?.message??String(e)})}};", ve = typeof self < "u" && self.Blob && new Blob(["URL.revokeObjectURL(import.meta.url);", _e], { type: "text/javascript;charset=utf-8" });
1040
+ }, _e = "const e={densityDissipation:.83,velocityDissipation:.91,pressureIterations:1,curl:0,splatRadius:.1,splatForce:.08,refraction:1,specularExp:0,shine:0,waterColor:`#000000`,glowColor:`#b3d9ff`,algorithm:`aurora`,warpStrength:.04};({...e}),typeof window<`u`&&1/(window.devicePixelRatio||1);const t={backgroundColor:`#0a0a0a`,backgroundSize:`cover`,mouseEnabled:!0,workerEnabled:!0};({...t}),{...t};const n={calm:{densityDissipation:.98,velocityDissipation:.81,curl:1e-4,splatRadius:.05,splatForce:.08,refraction:.15,shine:.03,glowColor:`#99d9ff`,waterColor:`#00050d`},sand:{densityDissipation:.95,velocityDissipation:.81,curl:1,splatRadius:.23,splatForce:.16,refraction:.8,specularExp:0,shine:.33,glowColor:`#070707`,waterColor:`#735420`},wave:{densityDissipation:.9,velocityDissipation:.2,curl:.2,splatRadius:.1,splatForce:.22,refraction:.35,shine:.2,glowColor:`#80ccff`,waterColor:`#000308`},neon:{densityDissipation:.75,velocityDissipation:.3,curl:.05,splatRadius:.18,splatForce:.29,refraction:.25,specularExp:.04,shine:.93,glowColor:`#ff33cc`,waterColor:`#0d0014`},smoke:{densityDissipation:.93,velocityDissipation:.71,curl:.04,splatRadius:.21,splatForce:.14,refraction:.08,shine:0,glowColor:`#808080`,waterColor:`#0f0f0f`}};function r(e){if(Array.isArray(e))return e;let t=e.slice(1,7);return t.length===3?[parseInt(t[0]+t[0],16)/255,parseInt(t[1]+t[1],16)/255,parseInt(t[2]+t[2],16)/255]:[parseInt(t.slice(0,2),16)/255,parseInt(t.slice(2,4),16)/255,parseInt(t.slice(4,6),16)/255]}function i(t={},r,i=e){return{...r?{...i,...n[r]}:i,...t}}const a=`precision highp float;\n attribute vec2 aPosition;\n varying vec2 vUv;\n varying vec2 vL; varying vec2 vR; varying vec2 vT; varying vec2 vB;\n uniform vec2 texelSize;\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 }`;function o(e,t=!0){let n={alpha:t,depth:!1,stencil:!1,antialias:!0,preserveDrawingBuffer:!1},r=e.getContext(`webgl2`,n),i=!!r;i||(r=e.getContext(`webgl`,n),r.getExtension(`EXT_color_buffer_half_float`));let a=i?null:r.getExtension(`OES_texture_half_float`),o=i?r.HALF_FLOAT:a.HALF_FLOAT_OES;return r.getExtension(`EXT_color_buffer_float`),r.getExtension(`OES_texture_half_float_linear`),{type:i?`webgl2`:`webgl1`,gl:r,isWebGL2:i,ext:{internalFormat:i?r.RGBA16F:r.RGBA,format:r.RGBA,type:o}}}async function s(e,t=!0){if(typeof navigator>`u`||!navigator.gpu)return null;try{let n=await navigator.gpu.requestAdapter();if(!n)return null;let r=await n.requestDevice(),i=e.getContext(`webgpu`);if(!i)return null;let a=navigator.gpu.getPreferredCanvasFormat();return i.configure({device:r,format:a,alphaMode:t?`premultiplied`:`opaque`}),{type:`webgpu`,adapter:n,device:r,context:i,format:a}}catch{return null}}var c=class{program;uniforms={};_gl;constructor(e,t,n){this._gl=e,this.program=e.createProgram(),e.attachShader(this.program,this._compile(e.VERTEX_SHADER,t)),e.attachShader(this.program,this._compile(e.FRAGMENT_SHADER,n)),e.linkProgram(this.program);let r=e.getProgramParameter(this.program,e.ACTIVE_UNIFORMS);for(let t=0;t<r;t++){let n=e.getActiveUniform(this.program,t).name;this.uniforms[n]=e.getUniformLocation(this.program,n)}}_compile(e,t){let n=this._gl,r=n.createShader(e);return n.shaderSource(r,t),n.compileShader(r),r}bind(){this._gl.useProgram(this.program)}dispose(){this._gl.deleteProgram(this.program)}};function l(e){return{advection:new c(e,a,`precision highp float;\n varying vec2 vUv;\n uniform sampler2D uVelocity;\n uniform sampler2D uSource;\n uniform sampler2D uObstacle;\n uniform vec2 texelSize;\n uniform float dt;\n uniform float dissipation;\n void main () {\n float obs = texture2D(uObstacle, vUv).r;\n vec2 coord = vUv - dt * texture2D(uVelocity, vUv).xy * texelSize;\n \n \n \n gl_FragColor = dissipation * texture2D(uSource, coord) * (1.0 - obs);\n }`),divergence:new c(e,a,`precision highp float;\n varying vec2 vL; varying vec2 vR; varying vec2 vT; varying vec2 vB;\n uniform sampler2D uVelocity;\n uniform sampler2D uObstacle;\n void main () {\n float L = texture2D(uVelocity, vL).x * (1.0 - texture2D(uObstacle, vL).r);\n float R = texture2D(uVelocity, vR).x * (1.0 - texture2D(uObstacle, vR).r);\n float T = texture2D(uVelocity, vT).y * (1.0 - texture2D(uObstacle, vT).r);\n float B = texture2D(uVelocity, vB).y * (1.0 - texture2D(uObstacle, vB).r);\n gl_FragColor = vec4(0.5 * (R - L + T - B), 0.0, 0.0, 1.0);\n }`),pressure:new c(e,a,`precision highp float;\n varying vec2 vUv; varying vec2 vL; varying vec2 vR; varying vec2 vT; varying vec2 vB;\n uniform sampler2D uPressure;\n uniform sampler2D uDivergence;\n uniform sampler2D uObstacle;\n void main () {\n float C = texture2D(uPressure, vUv).x;\n float L = mix(texture2D(uPressure, vL).x, C, texture2D(uObstacle, vL).r);\n float R = mix(texture2D(uPressure, vR).x, C, texture2D(uObstacle, vR).r);\n float T = mix(texture2D(uPressure, vT).x, C, texture2D(uObstacle, vT).r);\n float B = mix(texture2D(uPressure, vB).x, C, texture2D(uObstacle, vB).r);\n float div = texture2D(uDivergence, vUv).x;\n gl_FragColor = vec4((L + R + B + T - div) * 0.25, 0.0, 0.0, 1.0);\n }`),gradientSubtract:new c(e,a,`precision highp float;\n varying vec2 vUv; varying vec2 vL; varying vec2 vR; varying vec2 vT; varying vec2 vB;\n uniform sampler2D uPressure;\n uniform sampler2D uVelocity;\n uniform sampler2D uObstacle;\n void main () {\n float obs = texture2D(uObstacle, vUv).r;\n float C = texture2D(uPressure, vUv).x;\n float L = mix(texture2D(uPressure, vL).x, C, texture2D(uObstacle, vL).r);\n float R = mix(texture2D(uPressure, vR).x, C, texture2D(uObstacle, vR).r);\n float T = mix(texture2D(uPressure, vT).x, C, texture2D(uObstacle, vT).r);\n float B = mix(texture2D(uPressure, vB).x, C, texture2D(uObstacle, vB).r);\n vec2 vel = (texture2D(uVelocity, vUv).xy - vec2(R - L, T - B)) * (1.0 - obs);\n gl_FragColor = vec4(vel, 0.0, 1.0);\n }`),splat:new c(e,a,`precision highp float;\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 void main () {\n vec2 p = vUv - point.xy;\n p.x *= aspectRatio;\n vec3 splat = exp(-dot(p, p) / radius) * color;\n gl_FragColor = vec4(texture2D(uTarget, vUv).xyz + splat, 1.0);\n }`),curl:new c(e,a,`precision highp float;\n varying vec2 vL; varying vec2 vR; varying vec2 vT; varying vec2 vB;\n uniform sampler2D uVelocity;\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 gl_FragColor = vec4(0.5 * (R - L - T + B), 0.0, 0.0, 1.0);\n }`),vorticity:new c(e,a,`precision highp float;\n varying vec2 vUv; varying vec2 vL; varying vec2 vR; varying vec2 vT; varying vec2 vB;\n uniform sampler2D uVelocity;\n uniform sampler2D uCurl;\n uniform float curl;\n uniform float dt;\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 vec2 force = 0.5 * vec2(abs(T) - abs(B), abs(R) - abs(L));\n force /= length(force) + 0.0001;\n force *= curl * 30.0 * C;\n gl_FragColor = vec4(texture2D(uVelocity, vUv).xy + force * dt, 0.0, 1.0);\n }`),display:new c(e,a,`precision highp float;\n varying vec2 vUv;\n uniform sampler2D uTexture;\n uniform sampler2D uObstacle;\n uniform sampler2D uBackground;\n uniform sampler2D uCoverage;\n uniform sampler2D uVelocity;\n uniform vec2 texelSize;\n uniform vec3 uWaterColor;\n uniform vec3 uGlowColor;\n uniform float uRefraction;\n uniform float uSpecularExp;\n uniform float uShine;\n uniform float uWarpStrength;\n uniform int uAlgorithm;\n uniform int uEnableAlpha;\n void main () {\n float obs = texture2D(uObstacle, vUv).r;\n \n \n float density = max(texture2D(uTexture, vUv).r, 0.0) * (1.0 - obs);\n float coverage = texture2D(uCoverage, vUv).r;\n \n \n float sx = texelSize.x * 3.0, sy = texelSize.y * 3.0;\n float d00 = max(texture2D(uTexture, vUv + vec2(-sx, -sy)).r, 0.0);\n float d10 = max(texture2D(uTexture, vUv + vec2(0.0, -sy)).r, 0.0);\n float d20 = max(texture2D(uTexture, vUv + vec2( sx, -sy)).r, 0.0);\n float d01 = max(texture2D(uTexture, vUv + vec2(-sx, 0.0)).r, 0.0);\n float d21 = max(texture2D(uTexture, vUv + vec2( sx, 0.0)).r, 0.0);\n float d02 = max(texture2D(uTexture, vUv + vec2(-sx, sy)).r, 0.0);\n float d12 = max(texture2D(uTexture, vUv + vec2(0.0, sy)).r, 0.0);\n float d22 = max(texture2D(uTexture, vUv + vec2( sx, sy)).r, 0.0);\n float gx = (d20 + 2.0*d21 + d22) - (d00 + 2.0*d01 + d02);\n float gy = (d02 + 2.0*d12 + d22) - (d00 + 2.0*d10 + d20);\n vec3 normal = normalize(vec3(gx, gy, 1.2));\n vec3 lightDir = normalize(vec3(0.5, 1.0, 0.5));\n vec3 halfV = normalize(lightDir + vec3(0.0, 0.0, 1.0));\n \n \n float specDen = density * min(density * 5.0, 1.0);\n float spec = pow(max(dot(normal, halfV), 0.0), uSpecularExp) * uShine * specDen;\n \n \n \n vec3 bgRaw = texture2D(uBackground, vUv).rgb;\n vec3 bg = mix(uWaterColor, bgRaw, coverage);\n vec3 color = bg;\n if (uAlgorithm == 1) {\n \n \n vec2 refrUv = clamp(vUv + normal.xy * uRefraction * density * 3.0, 0.0, 1.0);\n vec3 refrBg = mix(uWaterColor, texture2D(uBackground, mix(vUv, refrUv, 1.0 - obs)).rgb, coverage);\n color = refrBg + spec * uGlowColor * 2.5;\n color = mix(color, bg * 0.6, obs * 0.3);\n } else if (uAlgorithm == 2) {\n \n \n float inkD = min(density * 4.0, 1.0);\n vec2 refrUv = clamp(vUv + normal.xy * uRefraction * density * 0.4, 0.0, 1.0);\n vec3 refrBg = mix(uWaterColor, texture2D(uBackground, mix(vUv, refrUv, 1.0 - obs)).rgb, coverage);\n color = mix(refrBg, uWaterColor + spec * uGlowColor, inkD);\n color = mix(color, bg * 0.5, obs * 0.15);\n } else if (uAlgorithm == 3) {\n \n \n vec2 vel = texture2D(uVelocity, vUv).xy;\n float velMag = clamp(length(vel) * 20.0, 0.0, 1.0);\n vec2 warpUv = clamp(vUv + vel * uWarpStrength, 0.0, 1.0);\n vec3 warpBg = mix(uWaterColor, texture2D(uBackground, warpUv).rgb, coverage);\n color = mix(bg, warpBg, velMag * (1.0 - obs));\n color += spec * uGlowColor * velMag * 1.5;\n color += uWaterColor * density * 0.3;\n color = mix(color, bg * 0.5, obs * 0.2);\n } else if (uAlgorithm == 4) {\n \n \n vec2 rippleUv = clamp(vUv + normal.xy * uRefraction * density * 6.0, 0.0, 1.0);\n vec3 refrBg = mix(uWaterColor, texture2D(uBackground, mix(vUv, rippleUv, 1.0 - obs)).rgb, coverage);\n float fresnel = pow(clamp(1.0 - dot(normal, vec3(0.0, 0.0, 1.0)), 0.0, 1.0), 3.0) * density;\n color = refrBg;\n color += fresnel * uGlowColor * 2.0;\n color += spec * uGlowColor * density * 2.0;\n color = mix(color, bg * 0.5, obs * 0.2);\n } else {\n \n \n vec2 refrUv = vUv + normal.xy * uRefraction * density;\n vec3 refrBg = mix(uWaterColor, texture2D(uBackground, mix(vUv, refrUv, 1.0 - obs)).rgb, coverage);\n color = mix(refrBg, uWaterColor, min(density * 1.5, 0.8));\n color += spec * uGlowColor;\n color = mix(color, bg * 0.5, obs * 0.2);\n }\n \n \n float alpha = clamp(max(density * 1.5, coverage), 0.0, 1.0);\n if (uEnableAlpha == 1) {\n gl_FragColor = vec4(color * alpha, alpha);\n } else {\n gl_FragColor = vec4(color, 1.0);\n }\n }`)}}function u(e,t,n,r){e.activeTexture(e.TEXTURE0);let i=e.createTexture();e.bindTexture(e.TEXTURE_2D,i),e.texParameteri(e.TEXTURE_2D,e.TEXTURE_MIN_FILTER,e.LINEAR),e.texParameteri(e.TEXTURE_2D,e.TEXTURE_MAG_FILTER,e.LINEAR),e.texParameteri(e.TEXTURE_2D,e.TEXTURE_WRAP_S,e.CLAMP_TO_EDGE),e.texParameteri(e.TEXTURE_2D,e.TEXTURE_WRAP_T,e.CLAMP_TO_EDGE),e.texImage2D(e.TEXTURE_2D,0,t.internalFormat,n,r,0,t.format,t.type,null);let a=e.createFramebuffer();return e.bindFramebuffer(e.FRAMEBUFFER,a),e.framebufferTexture2D(e.FRAMEBUFFER,e.COLOR_ATTACHMENT0,e.TEXTURE_2D,i,0),{tex:i,fbo:a,width:n,height:r}}function d(e,t,n,r){let i=u(e,t,n,r),a=u(e,t,n,r);return{get read(){return i},get write(){return a},swap(){[i,a]=[a,i]},dispose(){e.deleteTexture(i.tex),e.deleteFramebuffer(i.fbo),e.deleteTexture(a.tex),e.deleteFramebuffer(a.fbo)}}}function f(e){let t=e.createBuffer();return e.bindBuffer(e.ARRAY_BUFFER,t),e.bufferData(e.ARRAY_BUFFER,new Float32Array([-1,-1,-1,1,1,1,1,-1]),e.STATIC_DRAW),e.vertexAttribPointer(0,2,e.FLOAT,!1,0,0),e.enableVertexAttribArray(0),function(t){e.bindFramebuffer(e.FRAMEBUFFER,t),e.drawArrays(e.TRIANGLE_FAN,0,4)}}const p={arrayStride:8,attributes:[{shaderLocation:0,offset:0,format:`float32x2`}]},m=new Float32Array([-1,-1,-1,1,1,-1,1,-1,-1,1,1,1]);function h(e){let t=e.createBuffer({size:m.byteLength,usage:GPUBufferUsage.VERTEX|GPUBufferUsage.COPY_DST});return e.queue.writeBuffer(t,0,m),t}function g(e,t,n,r){let i=e.createTexture({size:[n,r],format:t,usage:GPUTextureUsage.TEXTURE_BINDING|GPUTextureUsage.RENDER_ATTACHMENT|GPUTextureUsage.COPY_SRC});return{tex:i,view:i.createView(),width:n,height:r}}function _(e,t,n,r){let i=g(e,t,n,r),a=g(e,t,n,r);return{get read(){return i},get write(){return a},swap(){[i,a]=[a,i]},dispose(){i.tex.destroy(),a.tex.destroy()}}}function v(e,t,n,r){let i=e.createShaderModule({code:t});return e.createRenderPipeline({layout:`auto`,vertex:{module:i,entryPoint:`vs`,buffers:[p]},fragment:{module:i,entryPoint:`fs`,targets:[{format:n,...r?{blend:r}:{}}]},primitive:{topology:`triangle-list`}})}const y={color:{operation:`add`,srcFactor:`one`,dstFactor:`zero`},alpha:{operation:`add`,srcFactor:`one`,dstFactor:`zero`}};function b(e,t,n=!0){let r=`rgba16float`;return{advection:v(e,`struct U {\n texelSize : vec2f,\n dt : f32,\n dissipation: f32,\n}\n@group(0) @binding(0) var<uniform> u : U;\n@group(0) @binding(1) var samp : sampler;\n@group(0) @binding(2) var uVel : texture_2d<f32>;\n@group(0) @binding(3) var uSrc : texture_2d<f32>;\n@group(0) @binding(4) var uObs : texture_2d<f32>;\n@vertex fn vs(@location(0) a: vec2f) -> VSOut {\n var o: VSOut;\n o.uv = vec2f(a.x * 0.5 + 0.5, 0.5 - a.y * 0.5);\n o.vL = o.uv - vec2f(u.texelSize.x, 0.0);\n o.vR = o.uv + vec2f(u.texelSize.x, 0.0);\n o.vT = o.uv + vec2f(0.0, u.texelSize.y);\n o.vB = o.uv - vec2f(0.0, u.texelSize.y);\n o.pos = vec4f(a, 0.0, 1.0);\n return o;\n}\n@fragment fn fs(i: VSOut) -> @location(0) vec4f {\n let obs = textureSample(uObs, samp, i.uv).r;\n let vel = textureSample(uVel, samp, i.uv).xy;\n let coord = i.uv - u.dt * vel * u.texelSize;\n let src = textureSample(uSrc, samp, coord);\n return u.dissipation * src * (1.0 - obs);\n}`,r),divergence:v(e,`struct U { texelSize: vec2f, _pad: vec2f }\n@group(0) @binding(0) var<uniform> u : U;\n@group(0) @binding(1) var samp : sampler;\n@group(0) @binding(2) var uVel : texture_2d<f32>;\n@group(0) @binding(3) var uObs : texture_2d<f32>;\n@vertex fn vs(@location(0) a: vec2f) -> VSOut {\n var o: VSOut;\n o.uv = vec2f(a.x * 0.5 + 0.5, 0.5 - a.y * 0.5);\n o.vL = o.uv - vec2f(u.texelSize.x, 0.0);\n o.vR = o.uv + vec2f(u.texelSize.x, 0.0);\n o.vT = o.uv + vec2f(0.0, u.texelSize.y);\n o.vB = o.uv - vec2f(0.0, u.texelSize.y);\n o.pos = vec4f(a, 0.0, 1.0);\n return o;\n}\n@fragment fn fs(i: VSOut) -> @location(0) vec4f {\n let L = textureSample(uVel, samp, i.vL).x * (1.0 - textureSample(uObs, samp, i.vL).r);\n let R = textureSample(uVel, samp, i.vR).x * (1.0 - textureSample(uObs, samp, i.vR).r);\n let T = textureSample(uVel, samp, i.vT).y * (1.0 - textureSample(uObs, samp, i.vT).r);\n let B = textureSample(uVel, samp, i.vB).y * (1.0 - textureSample(uObs, samp, i.vB).r);\n return vec4f(0.5 * (R - L + T - B), 0.0, 0.0, 1.0);\n}`,r),pressure:v(e,`struct U { texelSize: vec2f, _pad: vec2f }\n@group(0) @binding(0) var<uniform> u : U;\n@group(0) @binding(1) var samp : sampler;\n@group(0) @binding(2) var uPres: texture_2d<f32>;\n@group(0) @binding(3) var uDiv : texture_2d<f32>;\n@group(0) @binding(4) var uObs : texture_2d<f32>;\n@vertex fn vs(@location(0) a: vec2f) -> VSOut {\n var o: VSOut;\n o.uv = vec2f(a.x * 0.5 + 0.5, 0.5 - a.y * 0.5);\n o.vL = o.uv - vec2f(u.texelSize.x, 0.0);\n o.vR = o.uv + vec2f(u.texelSize.x, 0.0);\n o.vT = o.uv + vec2f(0.0, u.texelSize.y);\n o.vB = o.uv - vec2f(0.0, u.texelSize.y);\n o.pos = vec4f(a, 0.0, 1.0);\n return o;\n}\n@fragment fn fs(i: VSOut) -> @location(0) vec4f {\n let C = textureSample(uPres, samp, i.uv).x;\n let L = mix(textureSample(uPres, samp, i.vL).x, C, textureSample(uObs, samp, i.vL).r);\n let R = mix(textureSample(uPres, samp, i.vR).x, C, textureSample(uObs, samp, i.vR).r);\n let T = mix(textureSample(uPres, samp, i.vT).x, C, textureSample(uObs, samp, i.vT).r);\n let B = mix(textureSample(uPres, samp, i.vB).x, C, textureSample(uObs, samp, i.vB).r);\n let dv = textureSample(uDiv, samp, i.uv).x;\n return vec4f((L + R + B + T - dv) * 0.25, 0.0, 0.0, 1.0);\n}`,r),gradientSubtract:v(e,`struct U { texelSize: vec2f, _pad: vec2f }\n@group(0) @binding(0) var<uniform> u : U;\n@group(0) @binding(1) var samp : sampler;\n@group(0) @binding(2) var uPres: texture_2d<f32>;\n@group(0) @binding(3) var uVel : texture_2d<f32>;\n@group(0) @binding(4) var uObs : texture_2d<f32>;\n@vertex fn vs(@location(0) a: vec2f) -> VSOut {\n var o: VSOut;\n o.uv = vec2f(a.x * 0.5 + 0.5, 0.5 - a.y * 0.5);\n o.vL = o.uv - vec2f(u.texelSize.x, 0.0);\n o.vR = o.uv + vec2f(u.texelSize.x, 0.0);\n o.vT = o.uv + vec2f(0.0, u.texelSize.y);\n o.vB = o.uv - vec2f(0.0, u.texelSize.y);\n o.pos = vec4f(a, 0.0, 1.0);\n return o;\n}\n@fragment fn fs(i: VSOut) -> @location(0) vec4f {\n let obs = textureSample(uObs, samp, i.uv).r;\n let C = textureSample(uPres, samp, i.uv).x;\n let L = mix(textureSample(uPres, samp, i.vL).x, C, textureSample(uObs, samp, i.vL).r);\n let R = mix(textureSample(uPres, samp, i.vR).x, C, textureSample(uObs, samp, i.vR).r);\n let T = mix(textureSample(uPres, samp, i.vT).x, C, textureSample(uObs, samp, i.vT).r);\n let B = mix(textureSample(uPres, samp, i.vB).x, C, textureSample(uObs, samp, i.vB).r);\n let vel = (textureSample(uVel, samp, i.uv).xy - vec2f(R - L, T - B)) * (1.0 - obs);\n return vec4f(vel, 0.0, 1.0);\n}`,r),splat:v(e,`struct U {\n texelSize : vec2f,\n aspectRatio: f32,\n radius : f32,\n color : vec4f, \n point : vec2f,\n _pad : vec2f,\n}\n@group(0) @binding(0) var<uniform> u : U;\n@group(0) @binding(1) var samp : sampler;\n@group(0) @binding(2) var uTgt : texture_2d<f32>;\n@vertex fn vs(@location(0) a: vec2f) -> VSOut {\n var o: VSOut;\n o.uv = vec2f(a.x * 0.5 + 0.5, 0.5 - a.y * 0.5);\n o.vL = o.uv - vec2f(u.texelSize.x, 0.0);\n o.vR = o.uv + vec2f(u.texelSize.x, 0.0);\n o.vT = o.uv + vec2f(0.0, u.texelSize.y);\n o.vB = o.uv - vec2f(0.0, u.texelSize.y);\n o.pos = vec4f(a, 0.0, 1.0);\n return o;\n}\n@fragment fn fs(i: VSOut) -> @location(0) vec4f {\n var p = i.uv - u.point;\n p.x *= u.aspectRatio;\n let sp = exp(-dot(p, p) / u.radius) * u.color.xyz;\n return vec4f(textureSample(uTgt, samp, i.uv).xyz + sp, 1.0);\n}`,r),curl:v(e,`struct U { texelSize: vec2f, _pad: vec2f }\n@group(0) @binding(0) var<uniform> u : U;\n@group(0) @binding(1) var samp : sampler;\n@group(0) @binding(2) var uVel : texture_2d<f32>;\n@vertex fn vs(@location(0) a: vec2f) -> VSOut {\n var o: VSOut;\n o.uv = vec2f(a.x * 0.5 + 0.5, 0.5 - a.y * 0.5);\n o.vL = o.uv - vec2f(u.texelSize.x, 0.0);\n o.vR = o.uv + vec2f(u.texelSize.x, 0.0);\n o.vT = o.uv + vec2f(0.0, u.texelSize.y);\n o.vB = o.uv - vec2f(0.0, u.texelSize.y);\n o.pos = vec4f(a, 0.0, 1.0);\n return o;\n}\n@fragment fn fs(i: VSOut) -> @location(0) vec4f {\n let L = textureSample(uVel, samp, i.vL).y;\n let R = textureSample(uVel, samp, i.vR).y;\n let T = textureSample(uVel, samp, i.vT).x;\n let B = textureSample(uVel, samp, i.vB).x;\n return vec4f(0.5 * (R - L - T + B), 0.0, 0.0, 1.0);\n}`,r),vorticity:v(e,`struct U {\n texelSize: vec2f,\n curl : f32,\n dt : f32,\n}\n@group(0) @binding(0) var<uniform> u : U;\n@group(0) @binding(1) var samp : sampler;\n@group(0) @binding(2) var uVel : texture_2d<f32>;\n@group(0) @binding(3) var uCrl : texture_2d<f32>;\n@vertex fn vs(@location(0) a: vec2f) -> VSOut {\n var o: VSOut;\n o.uv = vec2f(a.x * 0.5 + 0.5, 0.5 - a.y * 0.5);\n o.vL = o.uv - vec2f(u.texelSize.x, 0.0);\n o.vR = o.uv + vec2f(u.texelSize.x, 0.0);\n o.vT = o.uv + vec2f(0.0, u.texelSize.y);\n o.vB = o.uv - vec2f(0.0, u.texelSize.y);\n o.pos = vec4f(a, 0.0, 1.0);\n return o;\n}\n@fragment fn fs(i: VSOut) -> @location(0) vec4f {\n let L = textureSample(uCrl, samp, i.vL).x;\n let R = textureSample(uCrl, samp, i.vR).x;\n let T = textureSample(uCrl, samp, i.vT).x;\n let B = textureSample(uCrl, samp, i.vB).x;\n let C = textureSample(uCrl, samp, i.uv).x;\n var force = 0.5 * vec2f(abs(T) - abs(B), abs(R) - abs(L));\n force /= length(force) + 0.0001;\n force *= u.curl * 30.0 * C;\n let vel = textureSample(uVel, samp, i.uv).xy + force * u.dt;\n return vec4f(vel, 0.0, 1.0);\n}`,r),display:v(e,`struct U {\n texelSize : vec2f,\n refraction : f32,\n specularExp : f32,\n waterColor : vec4f,\n glowColor : vec4f,\n shine : f32,\n warpStrength: f32,\n algorithm : i32,\n enableAlpha : i32,\n}\n@group(0) @binding(0) var<uniform> u : U;\n@group(0) @binding(1) var samp : sampler;\n@group(0) @binding(2) var uTex : texture_2d<f32>;\n@group(0) @binding(3) var uObs : texture_2d<f32>;\n@group(0) @binding(4) var uBg : texture_2d<f32>;\n@group(0) @binding(5) var uCov : texture_2d<f32>;\n@group(0) @binding(6) var uVel : texture_2d<f32>;\n@vertex fn vs(@location(0) a: vec2f) -> VSOut {\n var o: VSOut;\n o.uv = vec2f(a.x * 0.5 + 0.5, 0.5 - a.y * 0.5);\n o.vL = o.uv - vec2f(u.texelSize.x, 0.0);\n o.vR = o.uv + vec2f(u.texelSize.x, 0.0);\n o.vT = o.uv + vec2f(0.0, u.texelSize.y);\n o.vB = o.uv - vec2f(0.0, u.texelSize.y);\n o.pos = vec4f(a, 0.0, 1.0);\n return o;\n}\n@fragment fn fs(i: VSOut) -> @location(0) vec4f {\n let obs = textureSample(uObs, samp, i.uv).r;\n let density = max(textureSample(uTex, samp, i.uv).r, 0.0) * (1.0 - obs);\n let cov = textureSample(uCov, samp, i.uv).r;\n \n let sx = u.texelSize.x * 3.0;\n let sy = u.texelSize.y * 3.0;\n let d00 = max(textureSample(uTex, samp, i.uv + vec2f(-sx, -sy)).r, 0.0);\n let d10 = max(textureSample(uTex, samp, i.uv + vec2f(0.0, -sy)).r, 0.0);\n let d20 = max(textureSample(uTex, samp, i.uv + vec2f( sx, -sy)).r, 0.0);\n let d01 = max(textureSample(uTex, samp, i.uv + vec2f(-sx, 0.0)).r, 0.0);\n let d21 = max(textureSample(uTex, samp, i.uv + vec2f( sx, 0.0)).r, 0.0);\n let d02 = max(textureSample(uTex, samp, i.uv + vec2f(-sx, sy)).r, 0.0);\n let d12 = max(textureSample(uTex, samp, i.uv + vec2f(0.0, sy)).r, 0.0);\n let d22 = max(textureSample(uTex, samp, i.uv + vec2f( sx, sy)).r, 0.0);\n let gx = (d20 + 2.0*d21 + d22) - (d00 + 2.0*d01 + d02);\n let gy = (d02 + 2.0*d12 + d22) - (d00 + 2.0*d10 + d20);\n let norm = normalize(vec3f(gx, gy, 1.2));\n let ldir = normalize(vec3f(0.5, 1.0, 0.5));\n let halfV = normalize(ldir + vec3f(0.0, 0.0, 1.0));\n let specDen = density * min(density * 5.0, 1.0);\n let spec = pow(max(dot(norm, halfV), 0.0), u.specularExp) * u.shine * specDen;\n let bgRaw = textureSample(uBg, samp, i.uv).rgb;\n let wc = u.waterColor.rgb;\n let gc = u.glowColor.rgb;\n let bg = mix(wc, bgRaw, cov);\n var color = bg;\n if (u.algorithm == 1) {\n let ruv = clamp(i.uv + norm.xy * u.refraction * density * 3.0, vec2f(0.0), vec2f(1.0));\n let rbg = mix(wc, textureSample(uBg, samp, mix(i.uv, ruv, 1.0 - obs)).rgb, cov);\n color = rbg + spec * gc * 2.5;\n color = mix(color, bg * 0.6, obs * 0.3);\n } else if (u.algorithm == 2) {\n let inkD = min(density * 4.0, 1.0);\n let ruv = clamp(i.uv + norm.xy * u.refraction * density * 0.4, vec2f(0.0), vec2f(1.0));\n let rbg = mix(wc, textureSample(uBg, samp, mix(i.uv, ruv, 1.0 - obs)).rgb, cov);\n color = mix(rbg, wc + spec * gc, inkD);\n color = mix(color, bg * 0.5, obs * 0.15);\n } else if (u.algorithm == 3) {\n let vel = textureSample(uVel, samp, i.uv).xy;\n let velMag = clamp(length(vel) * 20.0, 0.0, 1.0);\n let wuv = clamp(i.uv + vel * u.warpStrength, vec2f(0.0), vec2f(1.0));\n let wbg = mix(wc, textureSample(uBg, samp, wuv).rgb, cov);\n color = mix(bg, wbg, velMag * (1.0 - obs));\n color += spec * gc * velMag * 1.5;\n color += wc * density * 0.3;\n color = mix(color, bg * 0.5, obs * 0.2);\n } else if (u.algorithm == 4) {\n let ruv = clamp(i.uv + norm.xy * u.refraction * density * 6.0, vec2f(0.0), vec2f(1.0));\n let rbg = mix(wc, textureSample(uBg, samp, mix(i.uv, ruv, 1.0 - obs)).rgb, cov);\n let fres = pow(clamp(1.0 - dot(norm, vec3f(0.0, 0.0, 1.0)), 0.0, 1.0), 3.0) * density;\n color = rbg;\n color += fres * gc * 2.0;\n color += spec * gc * density * 2.0;\n color = mix(color, bg * 0.5, obs * 0.2);\n } else {\n let ruv = i.uv + norm.xy * u.refraction * density;\n let rbg = mix(wc, textureSample(uBg, samp, mix(i.uv, ruv, 1.0 - obs)).rgb, cov);\n color = mix(rbg, wc, min(density * 1.5, 0.8));\n color += spec * gc;\n color = mix(color, bg * 0.5, obs * 0.2);\n }\n let alpha = clamp(max(density * 1.5, cov), 0.0, 1.0);\n if (u.enableAlpha == 1) {\n return vec4f(color * alpha, alpha);\n }\n return vec4f(color, 1.0);\n}`,t,n?void 0:y)}}function x(e){return e.createSampler({magFilter:`linear`,minFilter:`linear`,addressModeU:`clamp-to-edge`,addressModeV:`clamp-to-edge`})}function S(e,t){return e.createBuffer({size:t,usage:GPUBufferUsage.UNIFORM|GPUBufferUsage.COPY_DST})}function C(e,t,n,r,i,a){let o=new Float32Array([n,r,i,a]);e.queue.writeBuffer(t,0,o)}function w(e,t,n,r){let i=new Float32Array([n,r,0,0]);e.queue.writeBuffer(t,0,i)}function T(e,t,n,r,i,a){let o=new Float32Array([n,r,i,a]);e.queue.writeBuffer(t,0,o)}function E(e,t,n,r,i,a,o,s,c,l,u){let d=new Float32Array(12);d[0]=n,d[1]=r,d[2]=i,d[3]=a,d[4]=o,d[5]=s,d[6]=c,d[7]=0,d[8]=l,d[9]=u,d[10]=0,d[11]=0,e.queue.writeBuffer(t,0,d)}function D(e,t,n,r,i,a,o,s,c,l,u,d){let f=new Float32Array(16),p=new Int32Array(f.buffer);f[0]=n,f[1]=r,f[2]=i,f[3]=a,f[4]=o[0],f[5]=o[1],f[6]=o[2],f[7]=0,f[8]=s[0],f[9]=s[1],f[10]=s[2],f[11]=0,f[12]=c,f[13]=l,p[14]=u,p[15]=+!!d,e.queue.writeBuffer(t,0,f)}function O(e,t,n,r,i){let a=e.beginRenderPass({colorAttachments:[{view:i,clearValue:[0,0,0,0],loadOp:`clear`,storeOp:`store`}]});a.setPipeline(t),a.setBindGroup(0,n),a.setVertexBuffer(0,r),a.draw(6),a.end()}function k(e,t,n,r,i){let a=e.beginRenderPass({colorAttachments:[{view:i,clearValue:[0,0,0,0],loadOp:`clear`,storeOp:`store`}]});a.setPipeline(t),a.setBindGroup(0,n),a.setVertexBuffer(0,r),a.draw(6),a.end()}function A(e,t,n,r,i=`cover`){let a;a=i===`cover`?Math.max(n/e,r/t):i===`contain`?Math.min(n/e,r/t):typeof i==`string`&&i.endsWith(`%`)?Math.min(n/e,r/t)*(parseFloat(i)/100):typeof i==`string`&&i.endsWith(`px`)?parseFloat(i)/Math.max(e,t):typeof i==`number`?i:Math.max(n/e,r/t);let o=e*a,s=t*a;return{x:(n-o)/2,y:(r-s)/2,drawW:o,drawH:s}}function j(e,t,n,r,i=null,a=`cover`){let{text:o,fontSize:s,color:c,fontFamily:l=`sans-serif`,fontWeight:u=900}=r,d=new OffscreenCanvas(t,n),f=d.getContext(`2d`);(e=>{if(i){f.clearRect(0,0,t,n),f.fillStyle=`black`,f.fillRect(0,0,t,n);let{x:e,y:r,drawW:o,drawH:s}=A(i.width,i.height,t,n,a);f.drawImage(i,e,r,o,s);return}f.fillStyle=e,f.fillRect(0,0,t,n),f.font=`${u} ${s}px ${l}`,f.textAlign=`center`,f.textBaseline=`middle`,f.fillText(o,t/2,n/2)})(c);let p=N(e,d);f.fillStyle=`black`,f.fillRect(0,0,t,n),f.fillStyle=`white`,f.font=`${u} ${s}px ${l}`,f.textAlign=`center`,f.textBaseline=`middle`,f.fillText(o,t/2,n/2);let m=N(e,d);return{backgroundTex:p,obstacleTex:m,coverageTex:m}}function M(e,t,n,r,i=0,a=`cover`,o=null,s=`cover`){let c=new OffscreenCanvas(n,r),l=c.getContext(`2d`),{x:u,y:d,drawW:f,drawH:p}=A(t.width,t.height,n,r,a);if(l.clearRect(0,0,n,r),l.fillStyle=`black`,l.fillRect(0,0,n,r),o){let{x:e,y:t,drawW:a,drawH:c}=A(o.width,o.height,n,r,s);l.filter=`brightness(${i}) blur(8px)`,l.drawImage(o,e,t,a,c),l.filter=`none`}l.drawImage(t,u,d,f,p);let m=N(e,c);l.clearRect(0,0,n,r),l.fillStyle=`black`,l.fillRect(0,0,n,r),l.filter=`brightness(${i}) blur(8px)`,l.drawImage(t,u,d,f,p),l.filter=`none`;let h=N(e,c);return l.clearRect(0,0,n,r),l.fillStyle=`black`,l.fillRect(0,0,n,r),l.fillStyle=`white`,l.fillRect(Math.max(0,u),Math.max(0,d),Math.min(f,n-Math.max(0,u)),Math.min(p,r-Math.max(0,d))),{backgroundTex:m,obstacleTex:h,coverageTex:N(e,c)}}function N(e,t){let n=e.createTexture();return e.bindTexture(e.TEXTURE_2D,n),e.pixelStorei(e.UNPACK_FLIP_Y_WEBGL,!0),e.texImage2D(e.TEXTURE_2D,0,e.RGBA,e.RGBA,e.UNSIGNED_BYTE,t),e.texParameteri(e.TEXTURE_2D,e.TEXTURE_MIN_FILTER,e.LINEAR),e.texParameteri(e.TEXTURE_2D,e.TEXTURE_MAG_FILTER,e.LINEAR),e.texParameteri(e.TEXTURE_2D,e.TEXTURE_WRAP_S,e.CLAMP_TO_EDGE),e.texParameteri(e.TEXTURE_2D,e.TEXTURE_WRAP_T,e.CLAMP_TO_EDGE),n}function P(e,t,n,r,i=null,a=`cover`){let{text:o,fontSize:s,color:c,fontFamily:l=`sans-serif`,fontWeight:u=900}=r,d=new OffscreenCanvas(t,n),f=d.getContext(`2d`);(e=>{if(i){f.clearRect(0,0,t,n),f.fillStyle=`black`,f.fillRect(0,0,t,n);let{x:e,y:r,drawW:o,drawH:s}=A(i.width,i.height,t,n,a);f.drawImage(i,e,r,o,s);return}f.fillStyle=e,f.fillRect(0,0,t,n),f.font=`${u} ${s}px ${l}`,f.textAlign=`center`,f.textBaseline=`middle`,f.fillText(o,t/2,n/2)})(c);let p=I(e,d,t,n);f.fillStyle=`black`,f.fillRect(0,0,t,n),f.fillStyle=`white`,f.font=`${u} ${s}px ${l}`,f.textAlign=`center`,f.textBaseline=`middle`,f.fillText(o,t/2,n/2);let m=I(e,d,t,n);return{backgroundTex:p,backgroundView:p.createView(),obstacleTex:m,obstacleView:m.createView(),coverageTex:m,coverageView:m.createView(),sharedCoverage:!0}}function F(e,t,n,r,i=0,a=`cover`,o=null,s=`cover`){let c=new OffscreenCanvas(n,r),l=c.getContext(`2d`),{x:u,y:d,drawW:f,drawH:p}=A(t.width,t.height,n,r,a);if(l.clearRect(0,0,n,r),l.fillStyle=`black`,l.fillRect(0,0,n,r),o){let{x:e,y:t,drawW:a,drawH:c}=A(o.width,o.height,n,r,s);l.filter=`brightness(${i}) blur(8px)`,l.drawImage(o,e,t,a,c),l.filter=`none`}l.drawImage(t,u,d,f,p);let m=I(e,c,n,r);l.clearRect(0,0,n,r),l.fillStyle=`black`,l.fillRect(0,0,n,r),l.filter=`brightness(${i}) blur(8px)`,l.drawImage(t,u,d,f,p),l.filter=`none`;let h=I(e,c,n,r);l.clearRect(0,0,n,r),l.fillStyle=`black`,l.fillRect(0,0,n,r),l.fillStyle=`white`,l.fillRect(Math.max(0,u),Math.max(0,d),Math.min(f,n-Math.max(0,u)),Math.min(p,r-Math.max(0,d)));let g=I(e,c,n,r);return{backgroundTex:m,backgroundView:m.createView(),obstacleTex:h,obstacleView:h.createView(),coverageTex:g,coverageView:g.createView(),sharedCoverage:!1}}function I(e,t,n,r){let i=e.createTexture({size:[n,r],format:`rgba8unorm`,usage:GPUTextureUsage.TEXTURE_BINDING|GPUTextureUsage.COPY_DST|GPUTextureUsage.RENDER_ATTACHMENT});return e.queue.copyExternalImageToTexture({source:t},{texture:i},[n,r]),i}async function L(e){let t=await fetch(e);if(!t.ok)throw Error(`Failed to fetch image: ${e} (${t.status})`);let n=await t.blob();return createImageBitmap(n)}const R=typeof requestAnimationFrame<`u`?requestAnimationFrame.bind(globalThis):e=>setTimeout(e,1e3/60),z=typeof cancelAnimationFrame<`u`?cancelAnimationFrame.bind(globalThis):clearTimeout,B=.016,V={standard:0,glass:1,ink:2,aurora:3,ripple:4};var H=class e{#e;#t=null;#n=null;#r=null;#i=null;#a=null;#o=null;#s=null;#c=null;#l=null;#u=null;#d=null;#f=null;#p=null;#m=null;#h=null;#g=null;#_=null;#v=null;#y=null;#b=null;#x=null;#S=null;#C=null;#w=null;#T=null;#E=null;#D=null;#O=null;#k=null;#A=null;#j=null;#M=null;#N=0;#P=0;#F=0;#I=0;#L=1;#R=1;#z=.5;#B=null;#V=`cover`;#H;#U={x:0,y:0,dx:0,dy:0,targetX:0,targetY:0,moved:!1};#W=!1;#G=null;#K=null;#q=!1;#J=!1;#Y=!0;constructor(e,t={},n={},r,a=!0){if(this.#e=e,this.#R=Math.max(.1,Math.min(1,n.dpr??1)),this.#z=Math.max(.1,Math.min(1,n.sim??.5)),this.#H=i(t),this.#Y=a,r)this.#p=r,this.#X(r);else{let{gl:t,ext:n}=o(e,a);this.#t=t,this.#n=n,this.#r=l(t),this.#i=f(t),t.clearColor(0,0,0,+!a)}}static async create(t,n={},r={},i=!0,a=!0){return new e(t,n,r,(i?await s(t,a):null)??void 0,a)}setTextSource(e){this.#G={type:`text`,opts:e},this.#Z(),this.#$(),this.#ee()}async setImageSource(e,t=0,n=`cover`){let r=await L(e);if(this.#J){r.close();return}this.#G={type:`image`,bitmap:r,effect:t,size:n},this.#Z(),this.#$(),this.#ee()}setImageBitmap(e,t=0,n=`cover`){this.#G={type:`image`,bitmap:e,effect:t,size:n},this.#Z(),this.#$(),this.#ee()}setBackground(e,t=`cover`){this.#B&&this.#B!==e&&this.#B.close(),this.#B=e,this.#V=t??`cover`,this.#G&&this.#N>0&&this.#P>0&&this.#$()}handleMove(e,t,n=1){if(!this.#W){this.#U.x=this.#U.targetX=e,this.#U.y=this.#U.targetY=t,this.#W=!0;return}this.#U.moved=!0,this.#U.dx=(e-this.#U.targetX)*n,this.#U.dy=(t-this.#U.targetY)*n,this.#U.targetX=e,this.#U.targetY=t}splat(e,t,n,r,i=1){!this.#q||this.#N===0||(this.#p?this.#ae(e,t,n,r,i):this.#oe(e,t,n,r,i))}updateQuality(e){e.dpr!==void 0&&(this.#R=Math.max(.1,Math.min(1,e.dpr))),e.sim!==void 0&&(this.#z=Math.max(.1,Math.min(1,e.sim)))}resize(e,t,n){if(n===void 0?typeof window<`u`&&window.devicePixelRatio&&(this.#L=window.devicePixelRatio):this.#L=n,e!==void 0&&e>0){if(t===void 0||t<=0)return;this.#N=this.#e.width=e,this.#P=this.#e.height=t,this.#F=Math.max(1,Math.round(e*this.#z)),this.#I=Math.max(1,Math.round(t*this.#z)),this.#Q()}else this.#Z();this.#G&&this.#$(),this.#ee()}updateConfig(e){Object.assign(this.#H,e)}destroy(){if(this.#J=!0,this.stop(),this.#te(),this.#ne(),this.#B&&=(this.#B.close(),null),this.#p)this.#C?.destroy(),this.#w?.destroy(),this.#T?.destroy(),this.#E?.destroy(),this.#D?.destroy(),this.#O?.destroy(),this.#k?.destroy(),this.#A?.destroy(),this.#j?.destroy(),this.#M?.destroy(),this.#h?.destroy(),this.#p.device.destroy();else{let e=this.#t;for(let e of Object.values(this.#r))e.dispose();e.getExtension(`WEBGL_lose_context`)?.loseContext()}}start(){if(this.#K!==null)return;let e=()=>{this.#re(),this.#K=R(e)};this.#K=R(e)}stop(){this.#K!==null&&(z(this.#K),this.#K=null)}get isRunning(){return this.#K!==null}#X(e){let{device:t,format:n}=e;this.#m=b(t,n,this.#Y),this.#h=h(t),this.#g=x(t),this.#C=S(t,16),this.#w=S(t,16),this.#T=S(t,16),this.#E=S(t,16),this.#D=S(t,16),this.#O=S(t,48),this.#k=S(t,48),this.#A=S(t,16),this.#j=S(t,16),this.#M=S(t,64)}#Z(){let e=this.#e;`clientWidth`in e&&e.clientWidth>0?(this.#L=(typeof window<`u`&&window.devicePixelRatio||1)*this.#R,this.#N=e.width=Math.round(e.clientWidth*this.#L),this.#P=e.height=Math.round(e.clientHeight*this.#L)):(this.#N=e.width,this.#P=e.height),!(this.#N===0||this.#P===0)&&(this.#F=Math.max(1,Math.round(this.#N*this.#z)),this.#I=Math.max(1,Math.round(this.#P*this.#z)),this.#Q())}#Q(){if(this.#te(),this.#p){let{device:e}=this.#p,t=`rgba16float`,n=this.#F,r=this.#I;this.#_=_(e,t,n,r),this.#v=_(e,t,n,r),this.#b=_(e,t,n,r),this.#y=g(e,t,n,r),this.#x=g(e,t,n,r)}else{let e=this.#t,t=this.#n,n=this.#F,r=this.#I;this.#a=d(e,t,n,r),this.#o=d(e,t,n,r),this.#c=d(e,t,n,r),this.#s=u(e,t,n,r),this.#l=u(e,t,n,r)}}#$(){if(!(!this.#G||this.#N===0||this.#P===0)){if(this.#ne(),this.#p){let{device:e}=this.#p;this.#G.type===`text`?this.#S=P(e,this.#N,this.#P,this.#G.opts,this.#B,this.#V):this.#S=F(e,this.#G.bitmap,this.#N,this.#P,this.#G.effect,this.#G.size,this.#B,this.#V)}else{let e=this.#t;if(this.#G.type===`text`){let{backgroundTex:t,obstacleTex:n,coverageTex:r}=j(e,this.#N,this.#P,this.#G.opts,this.#B,this.#V);this.#u=t,this.#d=n,this.#f=r}else{let{backgroundTex:t,obstacleTex:n,coverageTex:r}=M(e,this.#G.bitmap,this.#N,this.#P,this.#G.effect,this.#G.size,this.#B,this.#V);this.#u=t,this.#d=n,this.#f=r}}this.#q=!0}}#ee(){this.#q&&!this.isRunning&&this.start()}#te(){if(this.#p)this.#_?.dispose(),this.#v?.dispose(),this.#b?.dispose(),this.#y?.tex.destroy(),this.#x?.tex.destroy(),this.#_=this.#v=this.#b=null,this.#y=this.#x=null;else{let e=this.#t;this.#a?.dispose(),this.#o?.dispose(),this.#c?.dispose(),this.#s&&(e.deleteTexture(this.#s.tex),e.deleteFramebuffer(this.#s.fbo)),this.#l&&(e.deleteTexture(this.#l.tex),e.deleteFramebuffer(this.#l.fbo)),this.#a=this.#o=this.#c=this.#s=this.#l=null}}#ne(){if(this.#p)this.#S&&=(this.#S.backgroundTex.destroy(),this.#S.obstacleTex.destroy(),this.#S.sharedCoverage||this.#S.coverageTex.destroy(),null);else{let e=this.#t;this.#u&&e.deleteTexture(this.#u),this.#d&&e.deleteTexture(this.#d),this.#f&&this.#f!==this.#d&&e.deleteTexture(this.#f),this.#u=this.#d=this.#f=null}}#re(){!this.#q||this.#N===0||(this.#p?this.#ie():this.#se())}#ie(){let e=this.#p,t=e.device,n=this.#m,i=this.#h,a=this.#g,o=this.#H,s=this.#S;if(!this.#_||!this.#v)return;this.#U.x+=(this.#U.targetX-this.#U.x)*.15,this.#U.y+=(this.#U.targetY-this.#U.y)*.15;let c=this.#F,l=this.#I,u=this.#N,d=this.#P,f=1/c,p=1/l;C(t,this.#C,f,p,B,o.velocityDissipation),w(t,this.#T,f,p),w(t,this.#E,f,p),w(t,this.#D,f,p),w(t,this.#A,f,p),T(t,this.#j,f,p,o.curl,B),D(t,this.#M,f,p,o.refraction,o.specularExp,r(o.waterColor),r(o.glowColor),o.shine,o.warpStrength??.015,V[o.algorithm]??0,this.#Y);let m=t.createCommandEncoder(),h=(e,n)=>t.createBindGroup({layout:e.getBindGroupLayout(0),entries:n}),g={binding:1,resource:a};{let e=h(n.advection,[{binding:0,resource:{buffer:this.#C}},g,{binding:2,resource:this.#v.read.view},{binding:3,resource:this.#v.read.view},{binding:4,resource:s.obstacleView}]);O(m,n.advection,e,i,this.#v.write.view)}this.#v.swap();{C(t,this.#w,f,p,B,o.densityDissipation);let e=h(n.advection,[{binding:0,resource:{buffer:this.#w}},g,{binding:2,resource:this.#v.read.view},{binding:3,resource:this.#_.read.view},{binding:4,resource:s.obstacleView}]);O(m,n.advection,e,i,this.#_.write.view)}this.#_.swap();{let e=h(n.curl,[{binding:0,resource:{buffer:this.#A}},g,{binding:2,resource:this.#v.read.view}]);O(m,n.curl,e,i,this.#x.view)}{let e=h(n.vorticity,[{binding:0,resource:{buffer:this.#j}},g,{binding:2,resource:this.#v.read.view},{binding:3,resource:this.#x.view}]);O(m,n.vorticity,e,i,this.#v.write.view)}if(this.#v.swap(),this.#U.moved){let e=this.#U.x*this.#L/u,r=this.#U.y*this.#L/d;E(t,this.#O,f,p,u/d,o.splatRadius,this.#U.dx*o.splatForce,this.#U.dy*o.splatForce,0,e,r);{let e=h(n.splat,[{binding:0,resource:{buffer:this.#O}},g,{binding:2,resource:this.#v.read.view}]);O(m,n.splat,e,i,this.#v.write.view)}this.#v.swap(),E(t,this.#k,f,p,u/d,o.splatRadius,1,1,1,e,r);{let e=h(n.splat,[{binding:0,resource:{buffer:this.#k}},g,{binding:2,resource:this.#_.read.view}]);O(m,n.splat,e,i,this.#_.write.view)}this.#_.swap(),this.#U.moved=!1}{let e=h(n.divergence,[{binding:0,resource:{buffer:this.#T}},g,{binding:2,resource:this.#v.read.view},{binding:3,resource:s.obstacleView}]);O(m,n.divergence,e,i,this.#y.view)}for(let e=0;e<o.pressureIterations;e++){let e=h(n.pressure,[{binding:0,resource:{buffer:this.#E}},g,{binding:2,resource:this.#b.read.view},{binding:3,resource:this.#y.view},{binding:4,resource:s.obstacleView}]);O(m,n.pressure,e,i,this.#b.write.view),this.#b.swap()}{let e=h(n.gradientSubtract,[{binding:0,resource:{buffer:this.#D}},g,{binding:2,resource:this.#b.read.view},{binding:3,resource:this.#v.read.view},{binding:4,resource:s.obstacleView}]);O(m,n.gradientSubtract,e,i,this.#v.write.view)}this.#v.swap();{let t=e.context.getCurrentTexture().createView(),r=h(n.display,[{binding:0,resource:{buffer:this.#M}},g,{binding:2,resource:this.#_.read.view},{binding:3,resource:s.obstacleView},{binding:4,resource:s.backgroundView},{binding:5,resource:s.coverageView},{binding:6,resource:this.#v.read.view}]);k(m,n.display,r,i,t)}t.queue.submit([m.finish()])}#ae(e,t,n,r,i){let a=this.#p.device,o=this.#m.splat,s=this.#h,c=this.#g,l=this.#H,u=this.#F,d=this.#I,f=1/u,p=1/d,m=a.createCommandEncoder(),h={binding:1,resource:c},g=e=>a.createBindGroup({layout:o.getBindGroupLayout(0),entries:e}),_=e*this.#L/this.#N,v=t*this.#L/this.#P;E(a,this.#O,f,p,this.#N/this.#P,l.splatRadius,n*l.splatForce*i,r*l.splatForce*i,0,_,v),O(m,o,g([{binding:0,resource:{buffer:this.#O}},h,{binding:2,resource:this.#v.read.view}]),s,this.#v.write.view),this.#v.swap(),E(a,this.#k,f,p,this.#N/this.#P,l.splatRadius,i,i,i,_,v),O(m,o,g([{binding:0,resource:{buffer:this.#k}},h,{binding:2,resource:this.#_.read.view}]),s,this.#_.write.view),this.#_.swap(),a.queue.submit([m.finish()])}#oe(e,t,n,r,i){let a=this.#t,o=this.#H,s=this.#r.splat,c=this.#i;a.viewport(0,0,this.#F,this.#I),s.bind(),a.uniform1f(s.uniforms.aspectRatio,this.#N/this.#P),a.uniform2f(s.uniforms.point,e*this.#L/this.#N,1-t*this.#L/this.#P),a.uniform1f(s.uniforms.radius,o.splatRadius),a.uniform1i(s.uniforms.uTarget,0),a.activeTexture(a.TEXTURE0),a.bindTexture(a.TEXTURE_2D,this.#o.read.tex),a.uniform3f(s.uniforms.color,n*o.splatForce*i,-r*o.splatForce*i,0),c(this.#o.write.fbo),this.#o.swap(),a.activeTexture(a.TEXTURE0),a.bindTexture(a.TEXTURE_2D,this.#a.read.tex),a.uniform3f(s.uniforms.color,i,i,i),c(this.#a.write.fbo),this.#a.swap()}#se(){if(!this.#a||!this.#o)return;let e=this.#t,t=this.#H,{advection:n,divergence:i,pressure:a,gradientSubtract:o,splat:s,curl:c,vorticity:l,display:u}=this.#r;this.#U.x+=(this.#U.targetX-this.#U.x)*.15,this.#U.y+=(this.#U.targetY-this.#U.y)*.15;let d=this.#F,f=this.#I,p=this.#i;e.viewport(0,0,d,f),n.bind(),e.uniform2f(n.uniforms.texelSize,1/d,1/f),e.uniform1f(n.uniforms.dt,B),e.uniform1i(n.uniforms.uObstacle,0),e.activeTexture(e.TEXTURE0),e.bindTexture(e.TEXTURE_2D,this.#d),e.uniform1f(n.uniforms.dissipation,t.velocityDissipation),e.uniform1i(n.uniforms.uVelocity,1),e.activeTexture(e.TEXTURE1),e.bindTexture(e.TEXTURE_2D,this.#o.read.tex),e.uniform1i(n.uniforms.uSource,1),p(this.#o.write.fbo),this.#o.swap(),e.uniform1f(n.uniforms.dissipation,t.densityDissipation),e.uniform1i(n.uniforms.uSource,2),e.activeTexture(e.TEXTURE2),e.bindTexture(e.TEXTURE_2D,this.#a.read.tex),p(this.#a.write.fbo),this.#a.swap(),c.bind(),e.uniform2f(c.uniforms.texelSize,1/d,1/f),e.uniform1i(c.uniforms.uVelocity,0),e.activeTexture(e.TEXTURE0),e.bindTexture(e.TEXTURE_2D,this.#o.read.tex),p(this.#l.fbo),l.bind(),e.uniform2f(l.uniforms.texelSize,1/d,1/f),e.uniform1f(l.uniforms.curl,t.curl),e.uniform1f(l.uniforms.dt,B),e.uniform1i(l.uniforms.uVelocity,0),e.activeTexture(e.TEXTURE0),e.bindTexture(e.TEXTURE_2D,this.#o.read.tex),e.uniform1i(l.uniforms.uCurl,1),e.activeTexture(e.TEXTURE1),e.bindTexture(e.TEXTURE_2D,this.#l.tex),p(this.#o.write.fbo),this.#o.swap(),this.#U.moved&&(s.bind(),e.uniform1f(s.uniforms.aspectRatio,this.#N/this.#P),e.uniform2f(s.uniforms.point,this.#U.x*this.#L/this.#N,1-this.#U.y*this.#L/this.#P),e.uniform1f(s.uniforms.radius,t.splatRadius),e.uniform1i(s.uniforms.uTarget,0),e.activeTexture(e.TEXTURE0),e.bindTexture(e.TEXTURE_2D,this.#o.read.tex),e.uniform3f(s.uniforms.color,this.#U.dx*t.splatForce,-this.#U.dy*t.splatForce,0),p(this.#o.write.fbo),this.#o.swap(),e.activeTexture(e.TEXTURE0),e.bindTexture(e.TEXTURE_2D,this.#a.read.tex),e.uniform3f(s.uniforms.color,1,1,1),p(this.#a.write.fbo),this.#a.swap(),this.#U.moved=!1),i.bind(),e.uniform2f(i.uniforms.texelSize,1/d,1/f),e.uniform1i(i.uniforms.uVelocity,0),e.activeTexture(e.TEXTURE0),e.bindTexture(e.TEXTURE_2D,this.#o.read.tex),e.uniform1i(i.uniforms.uObstacle,1),e.activeTexture(e.TEXTURE1),e.bindTexture(e.TEXTURE_2D,this.#d),p(this.#s.fbo),a.bind(),e.uniform2f(a.uniforms.texelSize,1/d,1/f),e.uniform1i(a.uniforms.uDivergence,0),e.activeTexture(e.TEXTURE0),e.bindTexture(e.TEXTURE_2D,this.#s.tex),e.uniform1i(a.uniforms.uObstacle,1),e.activeTexture(e.TEXTURE1),e.bindTexture(e.TEXTURE_2D,this.#d);for(let n=0;n<t.pressureIterations;n++)e.uniform1i(a.uniforms.uPressure,2),e.activeTexture(e.TEXTURE2),e.bindTexture(e.TEXTURE_2D,this.#c.read.tex),p(this.#c.write.fbo),this.#c.swap();o.bind(),e.uniform2f(o.uniforms.texelSize,1/d,1/f),e.uniform1i(o.uniforms.uPressure,0),e.activeTexture(e.TEXTURE0),e.bindTexture(e.TEXTURE_2D,this.#c.read.tex),e.uniform1i(o.uniforms.uVelocity,1),e.activeTexture(e.TEXTURE1),e.bindTexture(e.TEXTURE_2D,this.#o.read.tex),e.uniform1i(o.uniforms.uObstacle,2),e.activeTexture(e.TEXTURE2),e.bindTexture(e.TEXTURE_2D,this.#d),p(this.#o.write.fbo),this.#o.swap(),e.viewport(0,0,this.#N,this.#P),e.bindFramebuffer(e.FRAMEBUFFER,null),e.clear(e.COLOR_BUFFER_BIT),u.bind(),e.uniform2f(u.uniforms.texelSize,1/this.#F,1/this.#I),e.uniform3fv(u.uniforms.uWaterColor,r(t.waterColor)),e.uniform3fv(u.uniforms.uGlowColor,r(t.glowColor)),e.uniform1f(u.uniforms.uRefraction,t.refraction),e.uniform1f(u.uniforms.uSpecularExp,t.specularExp),e.uniform1f(u.uniforms.uShine,t.shine),e.uniform1f(u.uniforms.uWarpStrength,t.warpStrength??.015),e.uniform1i(u.uniforms.uAlgorithm,V[t.algorithm]??0),e.uniform1i(u.uniforms.uEnableAlpha,+!!this.#Y),e.activeTexture(e.TEXTURE0),e.bindTexture(e.TEXTURE_2D,this.#a.read.tex),e.activeTexture(e.TEXTURE1),e.bindTexture(e.TEXTURE_2D,this.#d),e.activeTexture(e.TEXTURE2),e.bindTexture(e.TEXTURE_2D,this.#u),e.activeTexture(e.TEXTURE3),e.bindTexture(e.TEXTURE_2D,this.#f),e.activeTexture(e.TEXTURE4),e.bindTexture(e.TEXTURE_2D,this.#o.read.tex),e.uniform1i(u.uniforms.uTexture,0),e.uniform1i(u.uniforms.uObstacle,1),e.uniform1i(u.uniforms.uBackground,2),e.uniform1i(u.uniforms.uCoverage,3),e.uniform1i(u.uniforms.uVelocity,4),p(null)}};let U=null,W;const G=new Promise(e=>{W=e});self.onmessage=async e=>{let{type:t,...n}=e.data;try{switch(t){case`init`:{let{canvas:e,width:t,height:r,config:i,dpr:a,quality:o,useWebGPU:s,enableAlpha:c}=n;e.width=t,e.height=r,U=await H.create(e,i,o??{},s??!0,c??!0),U.resize(t,r,a||1),W(),self.postMessage({type:`ready`});break}case`setTextSource`:if(await G,!U)return;U.setTextSource(n.opts);break;case`setImageSource`:if(await G,!U)return;await U.setImageSource(n.src,n.effect,n.size);break;case`setImageBitmap`:if(await G,!U)return;U.setImageBitmap(n.bitmap,n.effect,n.size);break;case`setBackground`:if(await G,!U)return;U.setBackground(n.bitmap,n.size);break;case`splat`:if(await G,!U)return;U.splat(n.x,n.y,n.vx,n.vy,n.strength??1);break;case`move`:if(await G,!U)return;U.handleMove(n.x,n.y,n.strength??1);break;case`resize`:if(await G,!U)return;U.resize(n.width,n.height,n.dpr);break;case`updateQuality`:if(await G,!U)return;U.updateQuality(n.quality);break;case`updateConfig`:if(await G,!U)return;U.updateConfig(n.config);break;case`destroy`:await G,U?.destroy(),U=null;break;default:}}catch(e){self.postMessage({type:`error`,message:e?.message??String(e)})}};", ve = typeof self < "u" && self.Blob && new Blob(["URL.revokeObjectURL(import.meta.url);", _e], { type: "text/javascript;charset=utf-8" });
1039
1041
  function ye(e) {
1040
1042
  let t;
1041
1043
  try {
@@ -1066,8 +1068,9 @@ var be = typeof Worker < "u" && typeof OffscreenCanvas < "u", xe = class {
1066
1068
  #o;
1067
1069
  #s = null;
1068
1070
  #c = null;
1071
+ #l = null;
1069
1072
  constructor(e, { workerEnabled: t = !0, webGPUEnabled: n = !0, alphaEnabled: r = !0, quality: i = {}, config: a = {} } = {}) {
1070
- this.#a = Math.max(.1, Math.min(1, i.dpr ?? 1)), this.#o = Math.max(.1, Math.min(1, i.sim ?? .5)), this.#r = n, this.#i = r, this.#n = t && be, this.#n ? this.#u(e, a) : this.#l(e, a);
1073
+ this.#a = Math.max(.1, Math.min(1, i.dpr ?? 1)), this.#o = Math.max(.1, Math.min(1, i.sim ?? .5)), this.#r = n, this.#i = r, this.#n = t && be, this.#n ? this.#d(e, a) : this.#u(e, a);
1071
1074
  }
1072
1075
  setTextSource(e) {
1073
1076
  this.#e ? this.#e.postMessage({
@@ -1098,7 +1101,10 @@ var be = typeof Worker < "u" && typeof OffscreenCanvas < "u", xe = class {
1098
1101
  bitmap: e ?? null,
1099
1102
  size: t
1100
1103
  }, n);
1101
- } else this.#t?.setBackground(e ?? null, t);
1104
+ } else this.#t ? this.#t.setBackground(e ?? null, t) : this.#l = {
1105
+ bitmap: e ?? null,
1106
+ size: t
1107
+ };
1102
1108
  }
1103
1109
  splat(e, t, n, r, i = 1) {
1104
1110
  this.#e ? this.#e.postMessage({
@@ -1148,7 +1154,7 @@ var be = typeof Worker < "u" && typeof OffscreenCanvas < "u", xe = class {
1148
1154
  this.#e = null, e.postMessage({ type: "destroy" }), setTimeout(() => e.terminate(), 50);
1149
1155
  } else this.#t?.destroy(), this.#t = null;
1150
1156
  }
1151
- #l(e, t) {
1157
+ #u(e, t) {
1152
1158
  let n = {
1153
1159
  dpr: this.#a,
1154
1160
  sim: this.#o
@@ -1159,16 +1165,17 @@ var be = typeof Worker < "u" && typeof OffscreenCanvas < "u", xe = class {
1159
1165
  let { src: t, effect: n, size: r } = this.#c;
1160
1166
  e.setImageSource(t, n, r), this.#c = null;
1161
1167
  }
1168
+ this.#l &&= (e.setBackground(this.#l.bitmap, this.#l.size), null);
1162
1169
  }).catch((e) => {}) : this.#t = new Q(e, t, n, void 0, this.#i);
1163
1170
  }
1164
- #u(e, t) {
1171
+ #d(e, t) {
1165
1172
  let n = (typeof window < "u" && window.devicePixelRatio || 1) * this.#a, r = Math.round(e.clientWidth * n), i = Math.round(e.clientHeight * n);
1166
1173
  e.width = r, e.height = i;
1167
1174
  let a;
1168
1175
  try {
1169
1176
  a = e.transferControlToOffscreen();
1170
1177
  } catch {
1171
- this.#n = !1, this.#l(e, t);
1178
+ this.#n = !1, this.#u(e, t);
1172
1179
  return;
1173
1180
  }
1174
1181
  let o = this.#e = new ye();
package/package.json CHANGED
@@ -1,6 +1,6 @@
1
1
  {
2
2
  "name": "@jayf0x/fluidity-js",
3
- "version": "1.0.2",
3
+ "version": "1.0.4",
4
4
  "description": "WebGPU-first real-time Navier-Stokes fluid simulation for React — interactive water, ink, glass, aurora, and ripple effects on text and images. Falls back to WebGL2/WebGL1. Runs in a Web Worker.",
5
5
  "type": "module",
6
6
  "module": "./dist/index.js",
@@ -112,7 +112,7 @@
112
112
  "vite": "^8.1.0",
113
113
  "vitest": "^4.1.9",
114
114
  "byte-snap": "^1.0.5",
115
- "compress-shader-literals": "^0.0.7",
115
+ "compress-shader-literals": "latest",
116
116
  "size-limit": "^11.0.0",
117
117
  "@size-limit/file": "^11.0.0"
118
118
  },
@@ -127,5 +127,8 @@
127
127
  "path": "dist/index.js",
128
128
  "limit": "28 kB"
129
129
  }
130
- ]
130
+ ],
131
+ "dependencies": {
132
+ "@types/react": "^19.2.17"
133
+ }
131
134
  }