2^19
kinematic
2D points which get accelerated along the difference gradients of the Gaussians of their additive projection.
This was mostly implemented in
Vanilla JS
but the computationally heavy simulation runs on the
GPU
.
Main texture size: 1024 x 512 pixels
Fluid simulation grid size: 64 x 32
Open the console and find some more implementation hints.
Doubleclick
ANYWHERE
to (un)hide this box.
Fullscreen View recommended for the curve editor.
Drag and drop boxes then [A]dd, [M]ove, and [D]elete the
B-Spline
controls.
Use the browser history to step in your curve edits. Sharing URLs with hashed curve edits doesn't work (yet)
Also the binding to the control point text input does not work in both directions.
The spline editor is renderered with an offscreen 2D context and gets transferred to a WebGL texture.
One primary advance shader warps and processes the backbuffer feedback loop.
A secondary composite shader mixes the many layers to the screen.
Together with the precalculation of the blur textures, this is actually a clone of
Milkdrop 2
's pipeline.
You might notice some 2D drawing code for the Kinect skeletal tracking model as provided by
Cake23
.
Fluid Simulation
code originally by Evgeny Demidov.
Gaussian Blur
by
Matt DesLauriers
0
/
frames per second