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    <!DOCTYPE html>
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        <meta charset="UTF-8">
        <title>Fluid Simulation</title>
    
        <link rel="stylesheet" type="text/css" href="dependencies/bootstrap.min.css">
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        <link rel="stylesheet" type="text/css" href="main.css">
    
        <script id="2d-vertex-shader" type="x-shader/x-vertex">
    
            attribute vec2 a_position;
    
            void main() {
               gl_Position = vec4(a_position, 0, 1);
            }
        </script>
    
    
        <script id="boundaryShader" type="x-shader/x-fragment">
            precision mediump float;
    
            uniform sampler2D u_texture;
            uniform float u_scale;
            uniform vec2 u_textureSize;
    
            void main() {
                vec2 fragCoord = gl_FragCoord.xy;
    
                if (fragCoord.x < 1.0){
    
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                    gl_FragColor = u_scale*texture2D(u_texture, (fragCoord + vec2(1.0, 0.0))/u_textureSize);
                    return;
                } else if (fragCoord.x >= u_textureSize.x-1.0){
                    gl_FragColor = u_scale*texture2D(u_texture, (fragCoord + vec2(-1.0, 0.0))/u_textureSize);
                    return;
                } else if (fragCoord.y < 1.0){
                    gl_FragColor = u_scale*texture2D(u_texture, (fragCoord + vec2(0.0, 1.0))/u_textureSize);
                    return;
                } else if (fragCoord.y >= u_textureSize.y-1.0){
                    gl_FragColor = u_scale*texture2D(u_texture, (fragCoord + vec2(0.0, -1.0))/u_textureSize);
    
                    return;
                }
    
                gl_FragColor = texture2D(u_texture, (fragCoord)/u_textureSize);
            }
        </script>
    
    
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        <script id="2d-render-shader" type="x-shader/x-fragment">
            precision mediump float;
    
    
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            uniform sampler2D u_material;
    
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            uniform vec2 u_textureSize;
    
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            void main() {
    
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                vec2 fragCoord = gl_FragCoord.xy;
    
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                vec3 background = vec3(0.96, 0.87, 0.68);
                vec3 material1 = vec3(0.925, 0, 0.55);
                vec3 material2 = vec3(0.0, 0.70, 0.63);
                vec3 material3 = vec3(0.52, 0.81, 0.70);
                vec3 material4 = vec3(1.0, 0.7, 0.07);
    
                float val = texture2D(u_material, fragCoord/u_textureSize).x/2.0;
                if (val > 1.0) val = 1.0;
                if (val < 0.0) val = 0.0;
    
    
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                float numColors = 3.0;
    
    
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                vec3 color = vec3(0.0);
    
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                if (val <= 1.0/numColors) {
                    val *= numColors;
    
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                    color = background*(1.0-val) + material1*val;
    
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                } else if (val <= 2.0/numColors) {
                    val -= 1.0/numColors;
                    val *= numColors;
    
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                    color = material1*(1.0-val) + material2*val;
    
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                } else if (val <= 3.0/numColors) {
                    val -= 2.0/numColors;
                    val *= numColors;
    
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                    color = material2*(1.0-val) + material3*val;
                } else {
    
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                    val -= 3.0/numColors;
                    val *= numColors;
    
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                    color = material3*(1.0-val) + material4*val;
                }
    
                gl_FragColor = vec4(color, 1);
    
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            }
        </script>
    
    
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        <script id="gradientSubtractionShader" type="x-shader/x-fragment">
            precision mediump float;
    
            uniform sampler2D u_velocity;
            uniform sampler2D u_pressure;
    
            uniform vec2 u_textureSize;
    
            uniform float u_const;
    
            void main() {
    
                vec2 fragCoord = gl_FragCoord.xy;
    
                vec2 currentVelocity = texture2D(u_velocity, fragCoord/u_textureSize).xy;
    
                float n = texture2D(u_pressure, (fragCoord+vec2(0.0, 1.0))/u_textureSize).x;
                float s = texture2D(u_pressure, (fragCoord+vec2(0.0, -1.0))/u_textureSize).x;
                float e = texture2D(u_pressure, (fragCoord+vec2(1.0, 0.0))/u_textureSize).x;
                float w = texture2D(u_pressure, (fragCoord+vec2(-1.0, 0.0))/u_textureSize).x;
    
                gl_FragColor = vec4(currentVelocity-u_const*vec2(e-w, n-s), 0, 0);
            }
        </script>
    
    
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        <script id="divergenceShader" type="x-shader/x-fragment">
            precision mediump float;
    
            uniform sampler2D u_velocity;
    
            uniform vec2 u_textureSize;
    
    
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            uniform float u_const;
    
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            void main() {
    
                vec2 fragCoord = gl_FragCoord.xy;
    
                //finite difference formulation of divergence
    
                float n = texture2D(u_velocity, (fragCoord+vec2(0.0, 1.0))/u_textureSize).y;
                float s = texture2D(u_velocity, (fragCoord+vec2(0.0, -1.0))/u_textureSize).y;
                float e = texture2D(u_velocity, (fragCoord+vec2(1.0, 0.0))/u_textureSize).x;
                float w = texture2D(u_velocity, (fragCoord+vec2(-1.0, 0.0))/u_textureSize).x;
    
    
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                float div = u_const*(e-w + n-s);
    
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                gl_FragColor = vec4(div, 0, 0, 0);
    
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            }
        </script>
    
    
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        <script id="addMaterialShader" type="x-shader/x-fragment">
            precision mediump float;
    
            uniform sampler2D u_material;
    
            uniform vec2 u_textureSize;
    
            uniform vec2 u_mouseCoord;
            uniform float u_mouseLength;
            uniform float u_mouseEnable;
    
            uniform float u_reciprocalRadius;
    
            void main() {
    
                vec2 fragCoord = gl_FragCoord.xy;
    
                float currentMaterial = texture2D(u_material, fragCoord/u_textureSize).x;
    
                if (u_mouseEnable == 1.0){
                    vec2 pxDist = fragCoord - u_mouseCoord;
                    currentMaterial += u_mouseLength*0.1*exp(-(pxDist.x*pxDist.x+pxDist.y*pxDist.y)*u_reciprocalRadius);
                }
    
    
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                if (currentMaterial > 0.0) currentMaterial -= 0.002;//material disappears over time
                gl_FragColor = vec4(currentMaterial, 0, 0, 0);
    
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            }
        </script>
    
    
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        <script id="forceShader" type="x-shader/x-fragment">
            precision mediump float;
    
            uniform sampler2D u_velocity;
    
            uniform vec2 u_textureSize;
    
            uniform vec2 u_mouseCoord;
            uniform vec2 u_mouseDir;
            uniform float u_mouseEnable;
    
    
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            uniform float u_reciprocalRadius;
    
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            uniform float u_dt;
    
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            void main() {
    
                vec2 fragCoord = gl_FragCoord.xy;
    
                vec2 currentVelocity = texture2D(u_velocity, fragCoord/u_textureSize).xy;
    
                if (u_mouseEnable == 1.0){
                    vec2 pxDist = fragCoord - u_mouseCoord;
    
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                    currentVelocity += u_mouseDir*u_dt*exp(-(pxDist.x*pxDist.x+pxDist.y*pxDist.y)*u_reciprocalRadius);
    
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                }
    
                gl_FragColor = vec4(currentVelocity, 0, 0);
            }
        </script>
    
    
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        <script id="jacobiShader" type="x-shader/x-fragment">
    
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            precision mediump float;
    
    
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            uniform sampler2D u_b;
            uniform sampler2D u_x;
    
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            uniform vec2 u_textureSize;
    
            uniform float u_alpha;
            uniform float u_reciprocalBeta;
    
            void main() {
    
                vec2 fragCoord = gl_FragCoord.xy;
    
    
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                vec2 currentState = texture2D(u_b, fragCoord/u_textureSize).xy;
    
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                //implicitly solve diffusion via jacobi iteration
    
    
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                vec2 n = texture2D(u_x, (fragCoord+vec2(0.0, 1.0))/u_textureSize).xy;
                vec2 s = texture2D(u_x, (fragCoord+vec2(0.0, -1.0))/u_textureSize).xy;
                vec2 e = texture2D(u_x, (fragCoord+vec2(1.0, 0.0))/u_textureSize).xy;
                vec2 w = texture2D(u_x, (fragCoord+vec2(-1.0, 0.0))/u_textureSize).xy;
    
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                vec2 nextState = (n + s + e + w + u_alpha * currentState) * u_reciprocalBeta;
    
                gl_FragColor = vec4(nextState, 0, 0);
            }
    
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       </script>
    
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        <script id="advectShader" type="x-shader/x-fragment">
    
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            precision mediump float;
    
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            uniform sampler2D u_velocity;
            uniform sampler2D u_material;
    
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            uniform vec2 u_textureSize;
    
            uniform float u_scale;
    
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            uniform float u_dt;
    
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            vec2 bilinearInterp(vec2 pos, sampler2D texture, vec2 size){
                //bilinear interp between nearest cells
    
                vec2 pxCenter = vec2(0.5, 0.5);
    
                vec2 ceiled = ceil(pos);
                vec2 floored = floor(pos);
    
                vec2 n = texture2D(texture, (ceiled+pxCenter)/size).xy;//actually ne
                vec2 s = texture2D(texture, (floored+pxCenter)/size).xy;//actually sw
                if (ceiled.x != floored.x){
                    vec2 se = texture2D(texture, (vec2(ceiled.x, floored.y)+pxCenter)/size).xy;
                    vec2 nw = texture2D(texture, (vec2(floored.x, ceiled.y)+pxCenter)/size).xy;
                    n = n*(pos.x-floored.x) + nw*(ceiled.x-pos.x);
                    s = se*(pos.x-floored.x) + s*(ceiled.x-pos.x);
                }
                vec2 materialVal = n;
                if (ceiled.y != floored.y){
                    materialVal = n*(pos.y-floored.y) + s*(ceiled.y-pos.y);
                }
                return materialVal;
            }
    
    
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            void main() {
    
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                vec2 fragCoord = gl_FragCoord.xy;
    
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                vec2 pxCenter = vec2(0.5, 0.5);
    
                vec2 currentVelocity;
                if (u_scale == 1.0) currentVelocity = 1.0/u_scale*texture2D(u_velocity, fragCoord/u_textureSize).xy;
    
                else {
    
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                    vec2 scaledCoord = (fragCoord-pxCenter)*u_scale;
                    vec2 scaledSize = u_textureSize*u_scale;
                    currentVelocity = 1.0/u_scale*bilinearInterp(vec2(1.0, 1.0) + scaledCoord/scaledSize*(scaledSize-vec2(3.0, 3.0)), u_velocity, scaledSize);
    
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                //implicitly solve advection
    
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                if (length(currentVelocity) == 0.0) {//no velocity
    
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                    gl_FragColor = vec4(texture2D(u_material, fragCoord/u_textureSize).xy, 0, 0);
    
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                    return;
                }
    
    
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                vec2 pos = fragCoord - pxCenter - u_dt*currentVelocity;
    
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                vec2 materialVal;
                //empty boundary
    
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                if (pos.x < 0.0 || pos.x >= u_textureSize.x-1.0 || pos.y < 0.0 || pos.y >= u_textureSize.y-1.0) materialVal = vec2(0.0);
    
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                else materialVal = bilinearInterp(pos, u_material, u_textureSize);
    
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                gl_FragColor = vec4(materialVal, 0, 0);
    
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            }
        </script>
    
        <script type="text/javascript" src="dependencies/jquery-3.1.0.min.js"></script>
        <script type="text/javascript" src="dependencies/flat-ui.min.js"></script>
    
    
        <script type="text/javascript" src="js/GLBoilerplate.js"></script>
        <script type="text/javascript" src="js/GPUMath.js"></script>
        <script type="text/javascript" src="js/main.js"></script>
    
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    </head>
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    <canvas id="glcanvas"></canvas>
    
    <a href="#" id="about">?</a>
    
    <div class="modal fade" id="aboutModal" tabindex="-1" role="dialog" aria-labelledby="basicModal" aria-hidden="true">
        <div class="modal-dialog modal-lg">
            <div class="modal-content">
                <div class="modal-body">
                    <b>Fluid Simulation Shader</b><br/><br/>
    
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                    This simulation solves the <a href="https://en.wikipedia.org/wiki/Navier%E2%80%93Stokes_equations" target="_blank">Navier-Stokes equations</a> for incompressible fluids in a GPU fragment shader.
                    I implemented <a href="https://en.wikipedia.org/wiki/No-slip_condition" target="_blank">no-slip boundary conditions</a> at the borders to keep the fluid contained within the bounds of the screen.
                    To increase performance, I solved for the velocity vector field of the fluid at a lower resolution than I used to compute the visualization of fluid flow; I used bilinear interpolation to smooth out artifacts caused by this speedup.
                    <br/><br/>
                    <b>Instructions:</b> Click and drag to apply a force to the fluid.  Over time, the colored material in the fluid will dissipate.
                    <br/><br/>
    
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                    To learn more about the math involved, check out the following sources:<br/>
                    <a href="http://http.developer.nvidia.com/GPUGems/gpugems_ch38.html" target="_blank">Fast Fluid Dynamics Simulation on the GPU</a> - a very well written tutorial about programming the Navier-Stokes equations on a GPU.
                    Though not WebGL specific, it was still very useful.<br/>
                    <a href="http://jamie-wong.com/2016/08/05/webgl-fluid-simulation/" target="_blank">Fluid Simulation (with WebGL demo)</a> - this article has some nice, interactive graphics that helped me debug my code.<br/>
    
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                    <a href="http://www.dgp.toronto.edu/people/stam/reality/Research/pdf/ns.pdf" target="_blank">Stable Fluids</a> - a paper about stable numerical methods for evaluating Navier-Stokes on a discrete grid.<br/>
    
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                    <br/>
                    By <a href="http://www.amandaghassaei.com/" target="_blank">Amanda Ghassaei</a>, code on <a href="https://github.com/amandaghassaei/FluidSimulation" target="_blank">Github</a>.
    
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                    <br/><br/>
                </div>
            </div>
        </div>
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