Happy Holi to All!
I would recommend you don’t just copy and paste the code, just look at the code and type by understanding it.
Demo
See the Pen Happy Holi – Festival of Colors-WebGL Fluid Simulation by Nunaram Hembram (@nhembram) on CodePen.
HTML Code
Starter Template
<!doctype html> <html lang="en"> <head> <!-- Required meta tags --> <meta charset="utf-8"> <meta name="viewport" content="width=device-width, initial-scale=1"> <!-- CSS --> <link rel="stylesheet" href="style.css"> <title>Happy Holi Fluid Colors Effect using HTML CSS and JavaScript - Coding Torque</title> </head> <body> <!-- Further code here --> <script src="script.js"></script> </body> </html>
Paste the below code in your <body>
tag.
<canvas></canvas> <div>Happy Holi</div> <p>( CLICK ON BLANK SPACES TO CHANGE FLUID COLOR )</P>
CSS Code
Create a file style.css and paste the code below.
html, body { overflow: hidden; padding:50px; color:#fff; } body { background: url(http://www.nhembram.com/images/happy_holi.jpg) no-repeat center center fixed; -webkit-background-size: cover; -moz-background-size: cover; -o-background-size: cover; background-size: cover; } canvas { position: fixed; top:0; left:0; width:100%; height:100%; z-index:0.5; opacity:1; } div{ position:relative; z-index:1; font-size:70px; padding:0; display: table; margin:auto; letter-spacing:2px; font-family: 'Great Vibes', cursive; } P{ display: table; margin:20px auto; font-family:Arial, Helvetica, sans-serif; text-align:center; font-size:8px; letter-spacing:2px; position:absolute; bottom:10px; left:50%; z-index:1; -webit-transform:translateX(-50%); -moz-transform:translateX(-50%); transform:translateX(-50%); }
JavaScript Code
Create a file script.js and paste the code below.
/* ORIGINAL WORK https://codepen.io/PavelDoGreat/pen/zdWzEL */ 'use strict'; function _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError("Cannot call a class as a function"); } } var canvas = document.getElementsByTagName('canvas')[0]; canvas.width = canvas.clientWidth; canvas.height = canvas.clientHeight; var params = { alpha: false, depth: false, stencil: false, antialias: false }; var gl = canvas.getContext('webgl2', params); var isWebGL2 = !!gl; if (!isWebGL2) { gl = canvas.getContext('webgl', params) || canvas.getContext('experimental-webgl', params); } gl.clearColor(0.0, 0.0, 0.0, 1.0); var halfFloat = gl.getExtension('OES_texture_half_float'); var support_linear_float = gl.getExtension('OES_texture_half_float_linear'); if (isWebGL2) { gl.getExtension('EXT_color_buffer_float'); support_linear_float = gl.getExtension('OES_texture_float_linear'); } var TEXTURE_DOWNSAMPLE = 1; var DENSITY_DISSIPATION = 0.98; var VELOCITY_DISSIPATION = 0.99; var SPLAT_RADIUS = 0.005; var CURL = 30; var PRESSURE_ITERATIONS = 25; var GLProgram = function () { function GLProgram(vertexShader, fragmentShader) { _classCallCheck(this, GLProgram); this.uniforms = {}; this.program = gl.createProgram(); gl.attachShader(this.program, vertexShader); gl.attachShader(this.program, fragmentShader); gl.linkProgram(this.program); if (!gl.getProgramParameter(this.program, gl.LINK_STATUS)) throw gl.getProgramInfoLog(this.program); var uniformCount = gl.getProgramParameter(this.program, gl.ACTIVE_UNIFORMS); for (var i = 0; i < uniformCount; i++) { var uniformName = gl.getActiveUniform(this.program, i).name; this.uniforms[uniformName] = gl.getUniformLocation(this.program, uniformName); } } GLProgram.prototype.bind = function bind() { gl.useProgram(this.program); }; return GLProgram; }(); function compileShader(type, source) { var shader = gl.createShader(type); gl.shaderSource(shader, source); gl.compileShader(shader); if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) throw gl.getShaderInfoLog(shader); return shader; }; var baseVertexShader = compileShader(gl.VERTEX_SHADER, '\n precision highp float;\n precision mediump sampler2D;\n\n attribute vec2 aPosition;\n varying vec2 vUv;\n varying vec2 vL;\n varying vec2 vR;\n varying vec2 vT;\n varying vec2 vB;\n uniform vec2 texelSize;\n\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 }\n'); var displayShader = compileShader(gl.FRAGMENT_SHADER, '\n precision highp float;\n precision mediump sampler2D;\n\n varying vec2 vUv;\n varying vec2 vL;\n varying vec2 vR;\n varying vec2 vT;\n varying vec2 vB;\n uniform sampler2D uTexture;\n\n void main () {\n gl_FragColor = texture2D(uTexture, vUv);\n }\n'); var splatShader = compileShader(gl.FRAGMENT_SHADER, '\n precision highp float;\n precision mediump sampler2D;\n\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\n void main () {\n vec2 p = vUv - point.xy;\n p.x *= aspectRatio;\n vec3 splat = exp(-dot(p, p) / radius) * color;\n vec3 base = texture2D(uTarget, vUv).xyz;\n gl_FragColor = vec4(base + splat, 1.0);\n }\n'); var advectionManualFilteringShader = compileShader(gl.FRAGMENT_SHADER, '\n precision highp float;\n precision mediump sampler2D;\n\n varying vec2 vUv;\n uniform sampler2D uVelocity;\n uniform sampler2D uSource;\n uniform vec2 texelSize;\n uniform float dt;\n uniform float dissipation;\n\n vec4 bilerp (in sampler2D sam, in vec2 p) {\n vec4 st;\n st.xy = floor(p - 0.5) + 0.5;\n st.zw = st.xy + 1.0;\n vec4 uv = st * texelSize.xyxy;\n vec4 a = texture2D(sam, uv.xy);\n vec4 b = texture2D(sam, uv.zy);\n vec4 c = texture2D(sam, uv.xw);\n vec4 d = texture2D(sam, uv.zw);\n vec2 f = p - st.xy;\n return mix(mix(a, b, f.x), mix(c, d, f.x), f.y);\n }\n\n void main () {\n vec2 coord = gl_FragCoord.xy - dt * texture2D(uVelocity, vUv).xy;\n gl_FragColor = dissipation * bilerp(uSource, coord);\n gl_FragColor.a = 1.0;\n }\n'); var advectionShader = compileShader(gl.FRAGMENT_SHADER, '\n precision highp float;\n precision mediump sampler2D;\n\n varying vec2 vUv;\n uniform sampler2D uVelocity;\n uniform sampler2D uSource;\n uniform vec2 texelSize;\n uniform float dt;\n uniform float dissipation;\n\n void main () {\n vec2 coord = vUv - dt * texture2D(uVelocity, vUv).xy * texelSize;\n gl_FragColor = dissipation * texture2D(uSource, coord);\n }\n'); var divergenceShader = compileShader(gl.FRAGMENT_SHADER, '\n precision highp float;\n precision mediump sampler2D;\n\n varying vec2 vUv;\n varying vec2 vL;\n varying vec2 vR;\n varying vec2 vT;\n varying vec2 vB;\n uniform sampler2D uVelocity;\n\n vec2 sampleVelocity (in vec2 uv) {\n vec2 multiplier = vec2(1.0, 1.0);\n if (uv.x < 0.0) { uv.x = 0.0; multiplier.x = -1.0; }\n if (uv.x > 1.0) { uv.x = 1.0; multiplier.x = -1.0; }\n if (uv.y < 0.0) { uv.y = 0.0; multiplier.y = -1.0; }\n if (uv.y > 1.0) { uv.y = 1.0; multiplier.y = -1.0; }\n return multiplier * texture2D(uVelocity, uv).xy;\n }\n\n void main () {\n float L = sampleVelocity(vL).x;\n float R = sampleVelocity(vR).x;\n float T = sampleVelocity(vT).y;\n float B = sampleVelocity(vB).y;\n float div = 0.5 * (R - L + T - B);\n gl_FragColor = vec4(div, 0.0, 0.0, 1.0);\n }\n'); var curlShader = compileShader(gl.FRAGMENT_SHADER, '\n precision highp float;\n precision mediump sampler2D;\n\n varying vec2 vUv;\n varying vec2 vL;\n varying vec2 vR;\n varying vec2 vT;\n varying vec2 vB;\n uniform sampler2D uVelocity;\n\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 float vorticity = R - L - T + B;\n gl_FragColor = vec4(vorticity, 0.0, 0.0, 1.0);\n }\n'); var vorticityShader = compileShader(gl.FRAGMENT_SHADER, '\n precision highp float;\n precision mediump sampler2D;\n\n varying vec2 vUv;\n varying vec2 vL;\n varying vec2 vR;\n varying vec2 vT;\n varying vec2 vB;\n uniform sampler2D uVelocity;\n uniform sampler2D uCurl;\n uniform float curl;\n uniform float dt;\n\n void main () {\n float L = texture2D(uCurl, vL).y;\n float R = texture2D(uCurl, vR).y;\n float T = texture2D(uCurl, vT).x;\n float B = texture2D(uCurl, vB).x;\n float C = texture2D(uCurl, vUv).x;\n vec2 force = vec2(abs(T) - abs(B), abs(R) - abs(L));\n force *= 1.0 / length(force + 0.00001) * curl * C;\n vec2 vel = texture2D(uVelocity, vUv).xy;\n gl_FragColor = vec4(vel + force * dt, 0.0, 1.0);\n }\n'); var pressureShader = compileShader(gl.FRAGMENT_SHADER, '\n precision highp float;\n precision mediump sampler2D;\n\n varying vec2 vUv;\n varying vec2 vL;\n varying vec2 vR;\n varying vec2 vT;\n varying vec2 vB;\n uniform sampler2D uPressure;\n uniform sampler2D uDivergence;\n\n vec2 boundary (in vec2 uv) {\n uv = min(max(uv, 0.0), 1.0);\n return uv;\n }\n\n void main () {\n float L = texture2D(uPressure, boundary(vL)).x;\n float R = texture2D(uPressure, boundary(vR)).x;\n float T = texture2D(uPressure, boundary(vT)).x;\n float B = texture2D(uPressure, boundary(vB)).x;\n float C = texture2D(uPressure, vUv).x;\n float divergence = texture2D(uDivergence, vUv).x;\n float pressure = (L + R + B + T - divergence) * 0.25;\n gl_FragColor = vec4(pressure, 0.0, 0.0, 1.0);\n }\n'); var gradientSubtractShader = compileShader(gl.FRAGMENT_SHADER, '\n precision highp float;\n precision mediump sampler2D;\n\n varying vec2 vUv;\n varying vec2 vL;\n varying vec2 vR;\n varying vec2 vT;\n varying vec2 vB;\n uniform sampler2D uPressure;\n uniform sampler2D uVelocity;\n\n vec2 boundary (in vec2 uv) {\n uv = min(max(uv, 0.0), 1.0);\n return uv;\n }\n\n void main () {\n float L = texture2D(uPressure, boundary(vL)).x;\n float R = texture2D(uPressure, boundary(vR)).x;\n float T = texture2D(uPressure, boundary(vT)).x;\n float B = texture2D(uPressure, boundary(vB)).x;\n vec2 velocity = texture2D(uVelocity, vUv).xy;\n velocity.xy -= vec2(R - L, T - B);\n gl_FragColor = vec4(velocity, 0.0, 1.0);\n }\n'); var blit = function () { gl.bindBuffer(gl.ARRAY_BUFFER, gl.createBuffer()); gl.bufferData(gl.ARRAY_BUFFER, new Float32Array([-1, -1, -1, 1, 1, 1, 1, -1]), gl.STATIC_DRAW); gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, gl.createBuffer()); gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, new Uint16Array([0, 1, 2, 0, 2, 3]), gl.STATIC_DRAW); gl.vertexAttribPointer(0, 2, gl.FLOAT, false, 0, 0); gl.enableVertexAttribArray(0); return function (destination) { gl.bindFramebuffer(gl.FRAMEBUFFER, destination); gl.drawElements(gl.TRIANGLES, 6, gl.UNSIGNED_SHORT, 0); }; }(); function clear(target) { gl.bindFramebuffer(gl.FRAMEBUFFER, target); gl.clear(gl.COLOR_BUFFER_BIT); } function createFBO(texId, w, h, internalFormat, format, type, param) { gl.activeTexture(gl.TEXTURE0 + texId); var texture = gl.createTexture(); gl.bindTexture(gl.TEXTURE_2D, texture); gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, param); gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, param); gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE); gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE); gl.texImage2D(gl.TEXTURE_2D, 0, internalFormat, w, h, 0, format, type, null); var fbo = gl.createFramebuffer(); gl.bindFramebuffer(gl.FRAMEBUFFER, fbo); gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, texture, 0); gl.viewport(0, 0, w, h); gl.clear(gl.COLOR_BUFFER_BIT); return [texture, fbo, texId]; } function createDoubleFBO(texId, w, h, internalFormat, format, type, param) { var fbo1 = createFBO(texId, w, h, internalFormat, format, type, param); var fbo2 = createFBO(texId + 1, w, h, internalFormat, format, type, param); return { get first() { return fbo1; }, get second() { return fbo2; }, swap: function swap() { var temp = fbo1; fbo1 = fbo2; fbo2 = temp; } }; } var textureWidth = undefined; var textureHeight = undefined; var density = undefined; var velocity = undefined; var divergence = undefined; var curl = undefined; var pressure = undefined; function initFramebuffers() { textureWidth = gl.drawingBufferWidth >> TEXTURE_DOWNSAMPLE; textureHeight = gl.drawingBufferHeight >> TEXTURE_DOWNSAMPLE; var internalFormat = isWebGL2 ? gl.RGBA16F : gl.RGBA; var internalFormatRG = isWebGL2 ? gl.RG16F : gl.RGBA; var formatRG = isWebGL2 ? gl.RG : gl.RGBA; var texType = isWebGL2 ? gl.HALF_FLOAT : halfFloat.HALF_FLOAT_OES; density = createDoubleFBO(0, textureWidth, textureHeight, internalFormat, gl.RGBA, texType, support_linear_float ? gl.LINEAR : gl.NEAREST); velocity = createDoubleFBO(2, textureWidth, textureHeight, internalFormatRG, formatRG, texType, support_linear_float ? gl.LINEAR : gl.NEAREST); divergence = createFBO(4, textureWidth, textureHeight, internalFormatRG, formatRG, texType, gl.NEAREST); curl = createFBO(5, textureWidth, textureHeight, internalFormatRG, formatRG, texType, gl.NEAREST); pressure = createDoubleFBO(6, textureWidth, textureHeight, internalFormatRG, formatRG, texType, gl.NEAREST); } initFramebuffers(); var displayProgram = new GLProgram(baseVertexShader, displayShader); var splatProgram = new GLProgram(baseVertexShader, splatShader); var advectionProgram = new GLProgram(baseVertexShader, support_linear_float ? advectionShader : advectionManualFilteringShader); var divergenceProgram = new GLProgram(baseVertexShader, divergenceShader); var curlProgram = new GLProgram(baseVertexShader, curlShader); var vorticityProgram = new GLProgram(baseVertexShader, vorticityShader); var pressureProgram = new GLProgram(baseVertexShader, pressureShader); var gradienSubtractProgram = new GLProgram(baseVertexShader, gradientSubtractShader); function pointerPrototype() { this.id = -1; this.x = 0; this.y = 0; this.dx = 0; this.dy = 0; this.down = false; this.moved = false; this.color = [30, 0, 300]; } var pointers = []; pointers.push(new pointerPrototype()); for (var i = 0; i < 10; i++) { var color = [Math.random() * 10, Math.random() * 10, Math.random() * 10]; var x = canvas.width * Math.random(); var y = canvas.height * Math.random(); var dx = 1000 * (Math.random() - 0.5); var dy = 1000 * (Math.random() - 0.5); splat(x, y, dx, dy, color); } var lastTime = Date.now(); Update(); function Update() { resizeCanvas(); var dt = Math.min((Date.now() - lastTime) / 1000, 0.016); lastTime = Date.now(); gl.viewport(0, 0, textureWidth, textureHeight); advectionProgram.bind(); gl.uniform2f(advectionProgram.uniforms.texelSize, 1.0 / textureWidth, 1.0 / textureHeight); gl.uniform1i(advectionProgram.uniforms.uVelocity, velocity.first[2]); gl.uniform1i(advectionProgram.uniforms.uSource, velocity.first[2]); gl.uniform1f(advectionProgram.uniforms.dt, dt); gl.uniform1f(advectionProgram.uniforms.dissipation, VELOCITY_DISSIPATION); blit(velocity.second[1]); velocity.swap(); gl.uniform1i(advectionProgram.uniforms.uVelocity, velocity.first[2]); gl.uniform1i(advectionProgram.uniforms.uSource, density.first[2]); gl.uniform1f(advectionProgram.uniforms.dissipation, DENSITY_DISSIPATION); blit(density.second[1]); density.swap(); for (var i = 0; i < pointers.length; i++) { var pointer = pointers[i]; if (pointer.moved) { splat(pointer.x, pointer.y, pointer.dx, pointer.dy, pointer.color); pointer.moved = false; } } curlProgram.bind(); gl.uniform2f(curlProgram.uniforms.texelSize, 1.0 / textureWidth, 1.0 / textureHeight); gl.uniform1i(curlProgram.uniforms.uVelocity, velocity.first[2]); blit(curl[1]); vorticityProgram.bind(); gl.uniform2f(vorticityProgram.uniforms.texelSize, 1.0 / textureWidth, 1.0 / textureHeight); gl.uniform1i(vorticityProgram.uniforms.uVelocity, velocity.first[2]); gl.uniform1i(vorticityProgram.uniforms.uCurl, curl[2]); gl.uniform1f(vorticityProgram.uniforms.curl, CURL); gl.uniform1f(vorticityProgram.uniforms.dt, dt); blit(velocity.second[1]); velocity.swap(); divergenceProgram.bind(); gl.uniform2f(divergenceProgram.uniforms.texelSize, 1.0 / textureWidth, 1.0 / textureHeight); gl.uniform1i(divergenceProgram.uniforms.uVelocity, velocity.first[2]); blit(divergence[1]); clear(pressure.first[1]); pressureProgram.bind(); gl.uniform2f(pressureProgram.uniforms.texelSize, 1.0 / textureWidth, 1.0 / textureHeight); gl.uniform1i(pressureProgram.uniforms.uDivergence, divergence[2]); for (var i = 0; i < PRESSURE_ITERATIONS; i++) { gl.uniform1i(pressureProgram.uniforms.uPressure, pressure.first[2]); blit(pressure.second[1]); pressure.swap(); } gradienSubtractProgram.bind(); gl.uniform2f(gradienSubtractProgram.uniforms.texelSize, 1.0 / textureWidth, 1.0 / textureHeight); gl.uniform1i(gradienSubtractProgram.uniforms.uPressure, pressure.first[2]); gl.uniform1i(gradienSubtractProgram.uniforms.uVelocity, velocity.first[2]); blit(velocity.second[1]); velocity.swap(); gl.viewport(0, 0, gl.drawingBufferWidth, gl.drawingBufferHeight); displayProgram.bind(); gl.uniform1i(displayProgram.uniforms.uTexture, density.first[2]); blit(null); requestAnimationFrame(Update); } function splat(x, y, dx, dy, color) { splatProgram.bind(); gl.uniform1i(splatProgram.uniforms.uTarget, velocity.first[2]); gl.uniform1f(splatProgram.uniforms.aspectRatio, canvas.width / canvas.height); gl.uniform2f(splatProgram.uniforms.point, x / canvas.width, 1.0 - y / canvas.height); gl.uniform3f(splatProgram.uniforms.color, dx, -dy, 1.0); gl.uniform1f(splatProgram.uniforms.radius, SPLAT_RADIUS); blit(velocity.second[1]); velocity.swap(); gl.uniform1i(splatProgram.uniforms.uTarget, density.first[2]); gl.uniform3f(splatProgram.uniforms.color, color[0] * 0.3, color[1] * 0.3, color[2] * 0.3); blit(density.second[1]); density.swap(); } function resizeCanvas() { if (canvas.width != canvas.clientWidth || canvas.height != canvas.clientHeight) { canvas.width = canvas.clientWidth; canvas.height = canvas.clientHeight; initFramebuffers(); } } canvas.addEventListener('mousemove', function (e) { pointers[0].moved = pointers[0].down; pointers[0].dx = (e.offsetX - pointers[0].x) * 10.0; pointers[0].dy = (e.offsetY - pointers[0].y) * 10.0; pointers[0].x = e.offsetX; pointers[0].y = e.offsetY; pointers[0].down = true; }); canvas.addEventListener('touchmove', function (e) { e.preventDefault(); var touches = e.targetTouches; for (var i = 0; i < e.touches.length; i++) { var pointer = pointers[i]; pointer.moved = pointer.down; pointer.dx = (touches[i].pageX - pointer.x) * 10.0; pointer.dy = (touches[i].pageY - pointer.y) * 10.0; pointer.x = touches[i].pageX; pointer.y = touches[i].pageY; } }, false); canvas.addEventListener('mousedown', function () { pointers[0].down = true; pointers[0].color = [Math.random() + 0.2, Math.random() + 0.2, Math.random() + 0.2]; }); canvas.addEventListener('touchstart', function (e) { var touches = e.targetTouches; for (var i = 0; i < touches.length; i++) { if (i >= pointers.length) pointers.push(new pointerPrototype()); pointers[i].id = touches[i].identifier; pointers[i].down = true; pointers[i].x = touches[i].pageX; pointers[i].y = touches[i].pageY; pointers[i].color = [Math.random() + 0.2, Math.random() + 0.2, Math.random() + 0.2]; } }); window.addEventListener('mouseup', function () { pointers[0].down = true; }); window.addEventListener('touchend', function (e) { var touches = e.changedTouches; for (var i = 0; i < touches.length; i++) { for (var j = 0; j < pointers.length; j++) { if (touches[i].identifier == pointers[j].id) pointers[j].down = false; } } });
Final Output
Written by: Piyush Patil
Code Credits: https://codepen.io/nhembram/pen/prmdXw
If you found any mistakes or have any doubts please feel free to Contact Us
Hope you find this post helpful💖