![]() CubeĪ WebGL innovative game inspired with Google maps technology. It works with Chrome, mixing 2D and 3D computer graphics, showcasing the song “Black” by Danger Mouse and Daniel Luppi with Norah Jones and Jack White. It was created using technology developed by Google. 3 Dreams of BlackĪ semi-interactive film authored by Chris Milk. When in networked mode, each machine keeps its clock in sync by periodically asking the server for the current time. That means the position of the camera and every fish will be the same across machines if their clocks are in sync. The aquarium runs almost entirely based on a clock. AquariumĬreated by Greggman and Human Engines. So sit back and relax, pull up your latest browser, and check out these stunning WebGL demos. In this article, I’ve come across quite a lot of examples and demos of WebGL that can enhance your understanding of this new technology. ![]() WebGl is still growing, although most of the modern browsers support it, it may need to work on old browsers, too. Since early 2009, they’ve developed prototypes and deploy such technology. This Javascript API is managed by the consortium of non-profit technology Khronos Group and work together with the Mozilla Foundation. Vec4 downColor = texture2D(velocity, vec2(pixel.x,pixel.y+yPixel)) įloat div = xPixel/2.0 * ((rightColor.x - leftColor.x) + (upColor.y - downColor.Your Web Designer Toolbox Unlimited Downloads: 500,000+ Web Templates, Icon Sets, Themes & Design Assets Vec4 upColor = texture2D(velocity, vec2(pixel.x,pixel.y-yPixel)) Vec4 rightColor = texture2D(velocity, vec2(pixel.x+xPixel,pixel.y)) Vec4 leftColor = texture2D(velocity, vec2(pixel.x-xPixel,pixel.y)) Uniform sampler2D velocity //Our input texture Gl_FragColor = texture2D(velocity, pixel) Vec2 gradient = xPixel/2.0 * vec2((rightColor.x - leftColor.x), (upColor.y - downColor.y)) Vec4 downColor = texture2D(pressure, vec2(pixel.x,pixel.y+yPixel)) Vec4 upColor = texture2D(pressure, vec2(pixel.x,pixel.y-yPixel)) Vec4 rightColor = texture2D(pressure, vec2(pixel.x+xPixel,pixel.y)) Vec4 leftColor = texture2D(pressure, vec2(pixel.x-xPixel,pixel.y)) Uniform sampler2D pressure //Our input pressure Uniform sampler2D velocity //Our input velocity Gl_FragColor.b = (gl_FragColor.b * alpha +leftColor.b + rightColor.b + upColor.b + downColor.b)* rBeta Gl_FragColor.g = (gl_FragColor.g * alpha +leftColor.g + rightColor.g + upColor.g + downColor.g)* rBeta Gl_FragColor.r = (gl_FragColor.r * alpha +leftColor.r + rightColor.r + upColor.r + downColor.r) * rBeta Vec4 downColor = texture2D(x,vec2(pixel.x,pixel.y+yPixel)) Vec4 upColor = texture2D(x,vec2(pixel.x,pixel.y-yPixel)) Vec4 rightColor = texture2D(x,vec2(pixel.x+xPixel,pixel.y)) Vec4 leftColor = texture2D(x,vec2(pixel.x-xPixel,pixel.y)) ![]() X = gl_FragCoord.x - dxt0 * (texture2D(velocity, pixel).x ) Uniform sampler2D quantity //quantity to advect Uniform sampler2D velocity //input velocity Uniform vec2 res //The width and height of our screen Here are the shaders I am using: //advection ![]() Instead of posting all of my code, the general process I follow is:įor diffusing velocity and computing pressure I am only do 10 iterations because thats all my computer can handle with my implementation (I will optimize once I get it working), but I feel like the computing pressure and subtracting gradient are not having any effect. I can supply any pictures/links to the simulation if that would help.Īfter some more investigation I believe the problem is related to my advection function. I know the code I am posting is al little confusing due to the nature of what it is about. I calculate pressure using the diffusion shader as described in the linked resource. I displayed the divergence and I get very little around where I am moving the object around as well as when the velocity hits the edge (boundary), but the pressure that I get is completely empty. I added boundaries but it seems like they are having no effect, which makes me suspicious about how much pressure and advection are working. I have implemented everything but I feel like there are multiple things that aren't working correctly. I am trying to get a fluid simulation to work using WebGL using as a resource. ![]()
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