{
	"$schema": "https://ui.shadcn.com/schema/registry-item.json",
	"name": "SplashCursor-TS-TW",
	"title": "SplashCursor",
	"description": "Liquid splash burst at cursor with curling ripples and waves.",
	"type": "registry:component",
	"files": [
		{
			"type": "registry:component",
			"path": "SplashCursor/SplashCursor.tsx",
			"content": "'use client';\nimport React, { useEffect, useRef } from 'react';\n\ninterface ColorRGB {\n  r: number;\n  g: number;\n  b: number;\n}\n\ninterface SplashCursorProps {\n  SIM_RESOLUTION?: number;\n  DYE_RESOLUTION?: number;\n  CAPTURE_RESOLUTION?: number;\n  DENSITY_DISSIPATION?: number;\n  VELOCITY_DISSIPATION?: number;\n  PRESSURE?: number;\n  PRESSURE_ITERATIONS?: number;\n  CURL?: number;\n  SPLAT_RADIUS?: number;\n  SPLAT_FORCE?: number;\n  SHADING?: boolean;\n  COLOR_UPDATE_SPEED?: number;\n  BACK_COLOR?: ColorRGB;\n  TRANSPARENT?: boolean;\n  RAINBOW_MODE?: boolean;\n  COLOR?: string;\n}\n\ninterface Pointer {\n  id: number;\n  texcoordX: number;\n  texcoordY: number;\n  prevTexcoordX: number;\n  prevTexcoordY: number;\n  deltaX: number;\n  deltaY: number;\n  down: boolean;\n  moved: boolean;\n  color: ColorRGB;\n}\n\ninterface TextureFormat {\n  internalFormat: number;\n  format: number;\n}\n\nfunction pointerPrototype(): Pointer {\n  return {\n    id: -1,\n    texcoordX: 0,\n    texcoordY: 0,\n    prevTexcoordX: 0,\n    prevTexcoordY: 0,\n    deltaX: 0,\n    deltaY: 0,\n    down: false,\n    moved: false,\n    color: { r: 0, g: 0, b: 0 }\n  };\n}\n\nexport default function SplashCursor({\n  SIM_RESOLUTION = 128,\n  DYE_RESOLUTION = 1440,\n  CAPTURE_RESOLUTION = 512,\n  DENSITY_DISSIPATION = 3.5,\n  VELOCITY_DISSIPATION = 2,\n  PRESSURE = 0.1,\n  PRESSURE_ITERATIONS = 20,\n  CURL = 3,\n  SPLAT_RADIUS = 0.2,\n  SPLAT_FORCE = 6000,\n  SHADING = true,\n  COLOR_UPDATE_SPEED = 10,\n  BACK_COLOR = { r: 0.5, g: 0, b: 0 },\n  TRANSPARENT = true,\n  RAINBOW_MODE = true,\n  COLOR = '#ff0000'\n}: SplashCursorProps) {\n  const canvasRef = useRef<HTMLCanvasElement>(null);\n\n  useEffect(() => {\n    const canvas = canvasRef.current;\n    if (!canvas) return;\n\n    let pointers: Pointer[] = [pointerPrototype()];\n\n    let config = {\n      SIM_RESOLUTION: SIM_RESOLUTION!,\n      DYE_RESOLUTION: DYE_RESOLUTION!,\n      CAPTURE_RESOLUTION: CAPTURE_RESOLUTION!,\n      DENSITY_DISSIPATION: DENSITY_DISSIPATION!,\n      VELOCITY_DISSIPATION: VELOCITY_DISSIPATION!,\n      PRESSURE: PRESSURE!,\n      PRESSURE_ITERATIONS: PRESSURE_ITERATIONS!,\n      CURL: CURL!,\n      SPLAT_RADIUS: SPLAT_RADIUS!,\n      SPLAT_FORCE: SPLAT_FORCE!,\n      SHADING,\n      COLOR_UPDATE_SPEED: COLOR_UPDATE_SPEED!,\n      PAUSED: false,\n      BACK_COLOR,\n      TRANSPARENT,\n      RAINBOW_MODE,\n      COLOR\n    };\n\n    const { gl, ext } = getWebGLContext(canvas);\n    if (!gl || !ext) return;\n\n    if (!ext.supportLinearFiltering) {\n      config.DYE_RESOLUTION = 256;\n      config.SHADING = false;\n    }\n\n    function getWebGLContext(canvas: HTMLCanvasElement) {\n      const params = {\n        alpha: true,\n        depth: false,\n        stencil: false,\n        antialias: false,\n        preserveDrawingBuffer: false\n      };\n\n      let gl = canvas.getContext('webgl2', params) as WebGL2RenderingContext | null;\n\n      if (!gl) {\n        gl = (canvas.getContext('webgl', params) ||\n          canvas.getContext('experimental-webgl', params)) as WebGL2RenderingContext | null;\n      }\n\n      if (!gl) {\n        throw new Error('Unable to initialize WebGL.');\n      }\n\n      const isWebGL2 = 'drawBuffers' in gl;\n\n      let supportLinearFiltering = false;\n      let halfFloat: OES_texture_half_float | null = null;\n\n      if (isWebGL2) {\n        (gl as WebGL2RenderingContext).getExtension('EXT_color_buffer_float');\n        supportLinearFiltering = !!(gl as WebGL2RenderingContext).getExtension('OES_texture_float_linear');\n      } else {\n        halfFloat = gl.getExtension('OES_texture_half_float');\n        supportLinearFiltering = !!gl.getExtension('OES_texture_half_float_linear');\n      }\n\n      gl.clearColor(0, 0, 0, 1);\n\n      const halfFloatTexType = isWebGL2\n        ? (gl as WebGL2RenderingContext).HALF_FLOAT\n        : (halfFloat && halfFloat.HALF_FLOAT_OES) || 0;\n\n      let formatRGBA: TextureFormat | null;\n      let formatRG: TextureFormat | null;\n      let formatR: TextureFormat | null;\n\n      if (isWebGL2) {\n        formatRGBA = getSupportedFormat(gl, (gl as WebGL2RenderingContext).RGBA16F, gl.RGBA, halfFloatTexType);\n        formatRG = getSupportedFormat(\n          gl,\n          (gl as WebGL2RenderingContext).RG16F,\n          (gl as WebGL2RenderingContext).RG,\n          halfFloatTexType\n        );\n        formatR = getSupportedFormat(\n          gl,\n          (gl as WebGL2RenderingContext).R16F,\n          (gl as WebGL2RenderingContext).RED,\n          halfFloatTexType\n        );\n      } else {\n        formatRGBA = getSupportedFormat(gl, gl.RGBA, gl.RGBA, halfFloatTexType);\n        formatRG = getSupportedFormat(gl, gl.RGBA, gl.RGBA, halfFloatTexType);\n        formatR = getSupportedFormat(gl, gl.RGBA, gl.RGBA, halfFloatTexType);\n      }\n\n      if (!formatRGBA || !formatRG || !formatR) {\n        throw new Error('Unable to initialize WebGL render texture formats.');\n      }\n\n      return {\n        gl,\n        ext: {\n          formatRGBA,\n          formatRG,\n          formatR,\n          halfFloatTexType,\n          supportLinearFiltering\n        }\n      };\n    }\n\n    function getSupportedFormat(\n      gl: WebGLRenderingContext | WebGL2RenderingContext,\n      internalFormat: number,\n      format: number,\n      type: number\n    ): TextureFormat | null {\n      if (!supportRenderTextureFormat(gl, internalFormat, format, type)) {\n        if ('drawBuffers' in gl) {\n          const gl2 = gl as WebGL2RenderingContext;\n          switch (internalFormat) {\n            case gl2.R16F:\n              return getSupportedFormat(gl2, gl2.RG16F, gl2.RG, type);\n            case gl2.RG16F:\n              return getSupportedFormat(gl2, gl2.RGBA16F, gl2.RGBA, type);\n            default:\n              return null;\n          }\n        }\n        return null;\n      }\n      return { internalFormat, format };\n    }\n\n    function supportRenderTextureFormat(\n      gl: WebGLRenderingContext | WebGL2RenderingContext,\n      internalFormat: number,\n      format: number,\n      type: number\n    ) {\n      const texture = gl.createTexture();\n      if (!texture) return false;\n\n      gl.bindTexture(gl.TEXTURE_2D, texture);\n      gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST);\n      gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST);\n      gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);\n      gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);\n      gl.texImage2D(gl.TEXTURE_2D, 0, internalFormat, 4, 4, 0, format, type, null);\n\n      const fbo = gl.createFramebuffer();\n      if (!fbo) return false;\n\n      gl.bindFramebuffer(gl.FRAMEBUFFER, fbo);\n      gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, texture, 0);\n      const status = gl.checkFramebufferStatus(gl.FRAMEBUFFER);\n      return status === gl.FRAMEBUFFER_COMPLETE;\n    }\n\n    function hashCode(s: string) {\n      if (!s.length) return 0;\n      let hash = 0;\n      for (let i = 0; i < s.length; i++) {\n        hash = (hash << 5) - hash + s.charCodeAt(i);\n        hash |= 0;\n      }\n      return hash;\n    }\n\n    function addKeywords(source: string, keywords: string[] | null) {\n      if (!keywords) return source;\n      let keywordsString = '';\n      for (const keyword of keywords) {\n        keywordsString += `#define ${keyword}\\n`;\n      }\n      return keywordsString + source;\n    }\n\n    function compileShader(type: number, source: string, keywords: string[] | null = null): WebGLShader | null {\n      const shaderSource = addKeywords(source, keywords);\n      const shader = gl.createShader(type);\n      if (!shader) return null;\n      gl.shaderSource(shader, shaderSource);\n      gl.compileShader(shader);\n      if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) {\n        console.trace(gl.getShaderInfoLog(shader));\n      }\n      return shader;\n    }\n\n    function createProgram(vertexShader: WebGLShader | null, fragmentShader: WebGLShader | null): WebGLProgram | null {\n      if (!vertexShader || !fragmentShader) return null;\n      const program = gl.createProgram();\n      if (!program) return null;\n      gl.attachShader(program, vertexShader);\n      gl.attachShader(program, fragmentShader);\n      gl.linkProgram(program);\n      if (!gl.getProgramParameter(program, gl.LINK_STATUS)) {\n        console.trace(gl.getProgramInfoLog(program));\n      }\n      return program;\n    }\n\n    function getUniforms(program: WebGLProgram) {\n      let uniforms: Record<string, WebGLUniformLocation | null> = {};\n      const uniformCount = gl.getProgramParameter(program, gl.ACTIVE_UNIFORMS);\n      for (let i = 0; i < uniformCount; i++) {\n        const uniformInfo = gl.getActiveUniform(program, i);\n        if (uniformInfo) {\n          uniforms[uniformInfo.name] = gl.getUniformLocation(program, uniformInfo.name);\n        }\n      }\n      return uniforms;\n    }\n\n    class Program {\n      program: WebGLProgram | null;\n      uniforms: Record<string, WebGLUniformLocation | null>;\n\n      constructor(vertexShader: WebGLShader | null, fragmentShader: WebGLShader | null) {\n        this.program = createProgram(vertexShader, fragmentShader);\n        this.uniforms = this.program ? getUniforms(this.program) : {};\n      }\n\n      bind() {\n        if (this.program) gl.useProgram(this.program);\n      }\n    }\n\n    class Material {\n      vertexShader: WebGLShader | null;\n      fragmentShaderSource: string;\n      programs: Record<number, WebGLProgram | null>;\n      activeProgram: WebGLProgram | null;\n      uniforms: Record<string, WebGLUniformLocation | null>;\n\n      constructor(vertexShader: WebGLShader | null, fragmentShaderSource: string) {\n        this.vertexShader = vertexShader;\n        this.fragmentShaderSource = fragmentShaderSource;\n        this.programs = {};\n        this.activeProgram = null;\n        this.uniforms = {};\n      }\n\n      setKeywords(keywords: string[]) {\n        let hash = 0;\n        for (const kw of keywords) {\n          hash += hashCode(kw);\n        }\n        let program = this.programs[hash];\n        if (program == null) {\n          const fragmentShader = compileShader(gl.FRAGMENT_SHADER, this.fragmentShaderSource, keywords);\n          program = createProgram(this.vertexShader, fragmentShader);\n          this.programs[hash] = program;\n        }\n        if (program === this.activeProgram) return;\n        if (program) {\n          this.uniforms = getUniforms(program);\n        }\n        this.activeProgram = program;\n      }\n\n      bind() {\n        if (this.activeProgram) {\n          gl.useProgram(this.activeProgram);\n        }\n      }\n    }\n\n    const baseVertexShader = compileShader(\n      gl.VERTEX_SHADER,\n      `\n      precision highp float;\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    `\n    );\n\n    const copyShader = compileShader(\n      gl.FRAGMENT_SHADER,\n      `\n      precision mediump float;\n      precision mediump sampler2D;\n      varying highp vec2 vUv;\n      uniform sampler2D uTexture;\n\n      void main () {\n          gl_FragColor = texture2D(uTexture, vUv);\n      }\n    `\n    );\n\n    const clearShader = compileShader(\n      gl.FRAGMENT_SHADER,\n      `\n      precision mediump float;\n      precision mediump sampler2D;\n      varying highp vec2 vUv;\n      uniform sampler2D uTexture;\n      uniform float value;\n\n      void main () {\n          gl_FragColor = value * texture2D(uTexture, vUv);\n      }\n    `\n    );\n\n    const displayShaderSource = `\n      precision highp float;\n      precision highp sampler2D;\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      uniform sampler2D uDithering;\n      uniform vec2 ditherScale;\n      uniform vec2 texelSize;\n\n      vec3 linearToGamma (vec3 color) {\n          color = max(color, vec3(0));\n          return max(1.055 * pow(color, vec3(0.416666667)) - 0.055, vec3(0));\n      }\n\n      void main () {\n          vec3 c = texture2D(uTexture, vUv).rgb;\n          #ifdef SHADING\n              vec3 lc = texture2D(uTexture, vL).rgb;\n              vec3 rc = texture2D(uTexture, vR).rgb;\n              vec3 tc = texture2D(uTexture, vT).rgb;\n              vec3 bc = texture2D(uTexture, vB).rgb;\n\n              float dx = length(rc) - length(lc);\n              float dy = length(tc) - length(bc);\n\n              vec3 n = normalize(vec3(dx, dy, length(texelSize)));\n              vec3 l = vec3(0.0, 0.0, 1.0);\n\n              float diffuse = clamp(dot(n, l) + 0.7, 0.7, 1.0);\n              c *= diffuse;\n          #endif\n\n          float a = max(c.r, max(c.g, c.b));\n          gl_FragColor = vec4(c, a);\n      }\n    `;\n\n    const splatShader = compileShader(\n      gl.FRAGMENT_SHADER,\n      `\n      precision highp float;\n      precision highp sampler2D;\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    `\n    );\n\n    const advectionShader = compileShader(\n      gl.FRAGMENT_SHADER,\n      `\n      precision highp float;\n      precision highp sampler2D;\n      varying vec2 vUv;\n      uniform sampler2D uVelocity;\n      uniform sampler2D uSource;\n      uniform vec2 texelSize;\n      uniform vec2 dyeTexelSize;\n      uniform float dt;\n      uniform float dissipation;\n\n      vec4 bilerp (sampler2D sam, vec2 uv, vec2 tsize) {\n          vec2 st = uv / tsize - 0.5;\n          vec2 iuv = floor(st);\n          vec2 fuv = fract(st);\n\n          vec4 a = texture2D(sam, (iuv + vec2(0.5, 0.5)) * tsize);\n          vec4 b = texture2D(sam, (iuv + vec2(1.5, 0.5)) * tsize);\n          vec4 c = texture2D(sam, (iuv + vec2(0.5, 1.5)) * tsize);\n          vec4 d = texture2D(sam, (iuv + vec2(1.5, 1.5)) * tsize);\n\n          return mix(mix(a, b, fuv.x), mix(c, d, fuv.x), fuv.y);\n      }\n\n      void main () {\n          #ifdef MANUAL_FILTERING\n              vec2 coord = vUv - dt * bilerp(uVelocity, vUv, texelSize).xy * texelSize;\n              vec4 result = bilerp(uSource, coord, dyeTexelSize);\n          #else\n              vec2 coord = vUv - dt * texture2D(uVelocity, vUv).xy * texelSize;\n              vec4 result = texture2D(uSource, coord);\n          #endif\n          float decay = 1.0 + dissipation * dt;\n          gl_FragColor = result / decay;\n      }\n    `,\n      ext.supportLinearFiltering ? null : ['MANUAL_FILTERING']\n    );\n\n    const divergenceShader = compileShader(\n      gl.FRAGMENT_SHADER,\n      `\n      precision mediump float;\n      precision mediump sampler2D;\n      varying highp vec2 vUv;\n      varying highp vec2 vL;\n      varying highp vec2 vR;\n      varying highp vec2 vT;\n      varying highp vec2 vB;\n      uniform sampler2D uVelocity;\n\n      void main () {\n          float L = texture2D(uVelocity, vL).x;\n          float R = texture2D(uVelocity, vR).x;\n          float T = texture2D(uVelocity, vT).y;\n          float B = texture2D(uVelocity, vB).y;\n\n          vec2 C = texture2D(uVelocity, vUv).xy;\n          if (vL.x < 0.0) { L = -C.x; }\n          if (vR.x > 1.0) { R = -C.x; }\n          if (vT.y > 1.0) { T = -C.y; }\n          if (vB.y < 0.0) { B = -C.y; }\n\n          float div = 0.5 * (R - L + T - B);\n          gl_FragColor = vec4(div, 0.0, 0.0, 1.0);\n      }\n    `\n    );\n\n    const curlShader = compileShader(\n      gl.FRAGMENT_SHADER,\n      `\n      precision mediump float;\n      precision mediump sampler2D;\n      varying highp vec2 vUv;\n      varying highp vec2 vL;\n      varying highp vec2 vR;\n      varying highp vec2 vT;\n      varying highp 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(0.5 * vorticity, 0.0, 0.0, 1.0);\n      }\n    `\n    );\n\n    const vorticityShader = compileShader(\n      gl.FRAGMENT_SHADER,\n      `\n      precision highp float;\n      precision highp sampler2D;\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).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\n          vec2 force = 0.5 * vec2(abs(T) - abs(B), abs(R) - abs(L));\n          force /= length(force) + 0.0001;\n          force *= curl * C;\n          force.y *= -1.0;\n\n          vec2 velocity = texture2D(uVelocity, vUv).xy;\n          velocity += force * dt;\n          velocity = min(max(velocity, -1000.0), 1000.0);\n          gl_FragColor = vec4(velocity, 0.0, 1.0);\n      }\n    `\n    );\n\n    const pressureShader = compileShader(\n      gl.FRAGMENT_SHADER,\n      `\n      precision mediump float;\n      precision mediump sampler2D;\n      varying highp vec2 vUv;\n      varying highp vec2 vL;\n      varying highp vec2 vR;\n      varying highp vec2 vT;\n      varying highp vec2 vB;\n      uniform sampler2D uPressure;\n      uniform sampler2D uDivergence;\n\n      void main () {\n          float L = texture2D(uPressure, vL).x;\n          float R = texture2D(uPressure, vR).x;\n          float T = texture2D(uPressure, vT).x;\n          float B = texture2D(uPressure, 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    `\n    );\n\n    const gradientSubtractShader = compileShader(\n      gl.FRAGMENT_SHADER,\n      `\n      precision mediump float;\n      precision mediump sampler2D;\n      varying highp vec2 vUv;\n      varying highp vec2 vL;\n      varying highp vec2 vR;\n      varying highp vec2 vT;\n      varying highp vec2 vB;\n      uniform sampler2D uPressure;\n      uniform sampler2D uVelocity;\n\n      void main () {\n          float L = texture2D(uPressure, vL).x;\n          float R = texture2D(uPressure, vR).x;\n          float T = texture2D(uPressure, vT).x;\n          float B = texture2D(uPressure, 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    `\n    );\n\n    const blit = (() => {\n      const buffer = gl.createBuffer()!;\n      gl.bindBuffer(gl.ARRAY_BUFFER, buffer);\n      gl.bufferData(gl.ARRAY_BUFFER, new Float32Array([-1, -1, -1, 1, 1, 1, 1, -1]), gl.STATIC_DRAW);\n      const elemBuffer = gl.createBuffer()!;\n      gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, elemBuffer);\n      gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, new Uint16Array([0, 1, 2, 0, 2, 3]), gl.STATIC_DRAW);\n      gl.vertexAttribPointer(0, 2, gl.FLOAT, false, 0, 0);\n      gl.enableVertexAttribArray(0);\n\n      return (target: FBO | null, doClear = false) => {\n        if (!gl) return;\n        if (!target) {\n          gl.viewport(0, 0, gl.drawingBufferWidth, gl.drawingBufferHeight);\n          gl.bindFramebuffer(gl.FRAMEBUFFER, null);\n        } else {\n          gl.viewport(0, 0, target.width, target.height);\n          gl.bindFramebuffer(gl.FRAMEBUFFER, target.fbo);\n        }\n        if (doClear) {\n          gl.clearColor(0, 0, 0, 1);\n          gl.clear(gl.COLOR_BUFFER_BIT);\n        }\n        gl.drawElements(gl.TRIANGLES, 6, gl.UNSIGNED_SHORT, 0);\n      };\n    })();\n\n    interface FBO {\n      texture: WebGLTexture;\n      fbo: WebGLFramebuffer;\n      width: number;\n      height: number;\n      texelSizeX: number;\n      texelSizeY: number;\n      attach: (id: number) => number;\n    }\n\n    interface DoubleFBO {\n      width: number;\n      height: number;\n      texelSizeX: number;\n      texelSizeY: number;\n      read: FBO;\n      write: FBO;\n      swap: () => void;\n    }\n\n    let dye: DoubleFBO;\n    let velocity: DoubleFBO;\n    let divergence: FBO;\n    let curl: FBO;\n    let pressure: DoubleFBO;\n\n    const copyProgram = new Program(baseVertexShader, copyShader);\n    const clearProgram = new Program(baseVertexShader, clearShader);\n    const splatProgram = new Program(baseVertexShader, splatShader);\n    const advectionProgram = new Program(baseVertexShader, advectionShader);\n    const divergenceProgram = new Program(baseVertexShader, divergenceShader);\n    const curlProgram = new Program(baseVertexShader, curlShader);\n    const vorticityProgram = new Program(baseVertexShader, vorticityShader);\n    const pressureProgram = new Program(baseVertexShader, pressureShader);\n    const gradienSubtractProgram = new Program(baseVertexShader, gradientSubtractShader);\n    const displayMaterial = new Material(baseVertexShader, displayShaderSource);\n\n    function createFBO(w: number, h: number, internalFormat: number, format: number, type: number, param: number): FBO {\n      gl.activeTexture(gl.TEXTURE0);\n      const texture = gl.createTexture()!;\n      gl.bindTexture(gl.TEXTURE_2D, texture);\n      gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, param);\n      gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, param);\n      gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);\n      gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);\n      gl.texImage2D(gl.TEXTURE_2D, 0, internalFormat, w, h, 0, format, type, null);\n      const fbo = gl.createFramebuffer()!;\n      gl.bindFramebuffer(gl.FRAMEBUFFER, fbo);\n      gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, texture, 0);\n      gl.viewport(0, 0, w, h);\n      gl.clear(gl.COLOR_BUFFER_BIT);\n\n      const texelSizeX = 1 / w;\n      const texelSizeY = 1 / h;\n\n      return {\n        texture,\n        fbo,\n        width: w,\n        height: h,\n        texelSizeX,\n        texelSizeY,\n        attach(id: number) {\n          gl.activeTexture(gl.TEXTURE0 + id);\n          gl.bindTexture(gl.TEXTURE_2D, texture);\n          return id;\n        }\n      };\n    }\n\n    function createDoubleFBO(\n      w: number,\n      h: number,\n      internalFormat: number,\n      format: number,\n      type: number,\n      param: number\n    ): DoubleFBO {\n      const fbo1 = createFBO(w, h, internalFormat, format, type, param);\n      const fbo2 = createFBO(w, h, internalFormat, format, type, param);\n      return {\n        width: w,\n        height: h,\n        texelSizeX: fbo1.texelSizeX,\n        texelSizeY: fbo1.texelSizeY,\n        read: fbo1,\n        write: fbo2,\n        swap() {\n          const tmp = this.read;\n          this.read = this.write;\n          this.write = tmp;\n        }\n      };\n    }\n\n    function resizeFBO(\n      target: FBO,\n      w: number,\n      h: number,\n      internalFormat: number,\n      format: number,\n      type: number,\n      param: number\n    ) {\n      const newFBO = createFBO(w, h, internalFormat, format, type, param);\n      copyProgram.bind();\n      if (copyProgram.uniforms.uTexture) gl.uniform1i(copyProgram.uniforms.uTexture, target.attach(0));\n      blit(newFBO, false);\n      return newFBO;\n    }\n\n    function resizeDoubleFBO(\n      target: DoubleFBO,\n      w: number,\n      h: number,\n      internalFormat: number,\n      format: number,\n      type: number,\n      param: number\n    ) {\n      if (target.width === w && target.height === h) return target;\n      target.read = resizeFBO(target.read, w, h, internalFormat, format, type, param);\n      target.write = createFBO(w, h, internalFormat, format, type, param);\n      target.width = w;\n      target.height = h;\n      target.texelSizeX = 1 / w;\n      target.texelSizeY = 1 / h;\n      return target;\n    }\n\n    function initFramebuffers() {\n      const simRes = getResolution(config.SIM_RESOLUTION!);\n      const dyeRes = getResolution(config.DYE_RESOLUTION!);\n\n      const texType = ext.halfFloatTexType;\n      const rgba = ext.formatRGBA;\n      const rg = ext.formatRG;\n      const r = ext.formatR;\n      const filtering = ext.supportLinearFiltering ? gl.LINEAR : gl.NEAREST;\n      gl.disable(gl.BLEND);\n\n      if (!dye) {\n        dye = createDoubleFBO(dyeRes.width, dyeRes.height, rgba.internalFormat, rgba.format, texType, filtering);\n      } else {\n        dye = resizeDoubleFBO(dye, dyeRes.width, dyeRes.height, rgba.internalFormat, rgba.format, texType, filtering);\n      }\n\n      if (!velocity) {\n        velocity = createDoubleFBO(simRes.width, simRes.height, rg.internalFormat, rg.format, texType, filtering);\n      } else {\n        velocity = resizeDoubleFBO(\n          velocity,\n          simRes.width,\n          simRes.height,\n          rg.internalFormat,\n          rg.format,\n          texType,\n          filtering\n        );\n      }\n\n      divergence = createFBO(simRes.width, simRes.height, r.internalFormat, r.format, texType, gl.NEAREST);\n      curl = createFBO(simRes.width, simRes.height, r.internalFormat, r.format, texType, gl.NEAREST);\n      pressure = createDoubleFBO(simRes.width, simRes.height, r.internalFormat, r.format, texType, gl.NEAREST);\n    }\n\n    function updateKeywords() {\n      const displayKeywords: string[] = [];\n      if (config.SHADING) displayKeywords.push('SHADING');\n      displayMaterial.setKeywords(displayKeywords);\n    }\n\n    function getResolution(resolution: number) {\n      const w = gl.drawingBufferWidth;\n      const h = gl.drawingBufferHeight;\n      const aspectRatio = w / h;\n      let aspect = aspectRatio < 1 ? 1 / aspectRatio : aspectRatio;\n      const min = Math.round(resolution);\n      const max = Math.round(resolution * aspect);\n      if (w > h) {\n        return { width: max, height: min };\n      }\n      return { width: min, height: max };\n    }\n\n    function scaleByPixelRatio(input: number) {\n      const pixelRatio = window.devicePixelRatio || 1;\n      return Math.floor(input * pixelRatio);\n    }\n\n    updateKeywords();\n    initFramebuffers();\n\n    let lastUpdateTime = Date.now();\n    let colorUpdateTimer = 0.0;\n\n    function updateFrame() {\n      const dt = calcDeltaTime();\n      if (resizeCanvas()) initFramebuffers();\n      updateColors(dt);\n      applyInputs();\n      step(dt);\n      render(null);\n      requestAnimationFrame(updateFrame);\n    }\n\n    function calcDeltaTime() {\n      const now = Date.now();\n      let dt = (now - lastUpdateTime) / 1000;\n      dt = Math.min(dt, 0.016666);\n      lastUpdateTime = now;\n      return dt;\n    }\n\n    function resizeCanvas() {\n      const width = scaleByPixelRatio(canvas!.clientWidth);\n      const height = scaleByPixelRatio(canvas!.clientHeight);\n      if (canvas!.width !== width || canvas!.height !== height) {\n        canvas!.width = width;\n        canvas!.height = height;\n        return true;\n      }\n      return false;\n    }\n\n    function updateColors(dt: number) {\n      colorUpdateTimer += dt * config.COLOR_UPDATE_SPEED;\n      if (colorUpdateTimer >= 1) {\n        colorUpdateTimer = wrap(colorUpdateTimer, 0, 1);\n        pointers.forEach(p => {\n          p.color = generateColor();\n        });\n      }\n    }\n\n    function applyInputs() {\n      for (const p of pointers) {\n        if (p.moved) {\n          p.moved = false;\n          splatPointer(p);\n        }\n      }\n    }\n\n    function step(dt: number) {\n      gl.disable(gl.BLEND);\n\n      curlProgram.bind();\n      if (curlProgram.uniforms.texelSize) {\n        gl.uniform2f(curlProgram.uniforms.texelSize, velocity.texelSizeX, velocity.texelSizeY);\n      }\n      if (curlProgram.uniforms.uVelocity) {\n        gl.uniform1i(curlProgram.uniforms.uVelocity, velocity.read.attach(0));\n      }\n      blit(curl);\n\n      vorticityProgram.bind();\n      if (vorticityProgram.uniforms.texelSize) {\n        gl.uniform2f(vorticityProgram.uniforms.texelSize, velocity.texelSizeX, velocity.texelSizeY);\n      }\n      if (vorticityProgram.uniforms.uVelocity) {\n        gl.uniform1i(vorticityProgram.uniforms.uVelocity, velocity.read.attach(0));\n      }\n      if (vorticityProgram.uniforms.uCurl) {\n        gl.uniform1i(vorticityProgram.uniforms.uCurl, curl.attach(1));\n      }\n      if (vorticityProgram.uniforms.curl) {\n        gl.uniform1f(vorticityProgram.uniforms.curl, config.CURL);\n      }\n      if (vorticityProgram.uniforms.dt) {\n        gl.uniform1f(vorticityProgram.uniforms.dt, dt);\n      }\n      blit(velocity.write);\n      velocity.swap();\n\n      divergenceProgram.bind();\n      if (divergenceProgram.uniforms.texelSize) {\n        gl.uniform2f(divergenceProgram.uniforms.texelSize, velocity.texelSizeX, velocity.texelSizeY);\n      }\n      if (divergenceProgram.uniforms.uVelocity) {\n        gl.uniform1i(divergenceProgram.uniforms.uVelocity, velocity.read.attach(0));\n      }\n      blit(divergence);\n\n      clearProgram.bind();\n      if (clearProgram.uniforms.uTexture) {\n        gl.uniform1i(clearProgram.uniforms.uTexture, pressure.read.attach(0));\n      }\n      if (clearProgram.uniforms.value) {\n        gl.uniform1f(clearProgram.uniforms.value, config.PRESSURE);\n      }\n      blit(pressure.write);\n      pressure.swap();\n\n      pressureProgram.bind();\n      if (pressureProgram.uniforms.texelSize) {\n        gl.uniform2f(pressureProgram.uniforms.texelSize, velocity.texelSizeX, velocity.texelSizeY);\n      }\n      if (pressureProgram.uniforms.uDivergence) {\n        gl.uniform1i(pressureProgram.uniforms.uDivergence, divergence.attach(0));\n      }\n      for (let i = 0; i < config.PRESSURE_ITERATIONS; i++) {\n        if (pressureProgram.uniforms.uPressure) {\n          gl.uniform1i(pressureProgram.uniforms.uPressure, pressure.read.attach(1));\n        }\n        blit(pressure.write);\n        pressure.swap();\n      }\n\n      gradienSubtractProgram.bind();\n      if (gradienSubtractProgram.uniforms.texelSize) {\n        gl.uniform2f(gradienSubtractProgram.uniforms.texelSize, velocity.texelSizeX, velocity.texelSizeY);\n      }\n      if (gradienSubtractProgram.uniforms.uPressure) {\n        gl.uniform1i(gradienSubtractProgram.uniforms.uPressure, pressure.read.attach(0));\n      }\n      if (gradienSubtractProgram.uniforms.uVelocity) {\n        gl.uniform1i(gradienSubtractProgram.uniforms.uVelocity, velocity.read.attach(1));\n      }\n      blit(velocity.write);\n      velocity.swap();\n\n      advectionProgram.bind();\n      if (advectionProgram.uniforms.texelSize) {\n        gl.uniform2f(advectionProgram.uniforms.texelSize, velocity.texelSizeX, velocity.texelSizeY);\n      }\n      if (!ext.supportLinearFiltering && advectionProgram.uniforms.dyeTexelSize) {\n        gl.uniform2f(advectionProgram.uniforms.dyeTexelSize, velocity.texelSizeX, velocity.texelSizeY);\n      }\n      const velocityId = velocity.read.attach(0);\n      if (advectionProgram.uniforms.uVelocity) {\n        gl.uniform1i(advectionProgram.uniforms.uVelocity, velocityId);\n      }\n      if (advectionProgram.uniforms.uSource) {\n        gl.uniform1i(advectionProgram.uniforms.uSource, velocityId);\n      }\n      if (advectionProgram.uniforms.dt) {\n        gl.uniform1f(advectionProgram.uniforms.dt, dt);\n      }\n      if (advectionProgram.uniforms.dissipation) {\n        gl.uniform1f(advectionProgram.uniforms.dissipation, config.VELOCITY_DISSIPATION);\n      }\n      blit(velocity.write);\n      velocity.swap();\n\n      if (!ext.supportLinearFiltering && advectionProgram.uniforms.dyeTexelSize) {\n        gl.uniform2f(advectionProgram.uniforms.dyeTexelSize, dye.texelSizeX, dye.texelSizeY);\n      }\n      if (advectionProgram.uniforms.uVelocity) {\n        gl.uniform1i(advectionProgram.uniforms.uVelocity, velocity.read.attach(0));\n      }\n      if (advectionProgram.uniforms.uSource) {\n        gl.uniform1i(advectionProgram.uniforms.uSource, dye.read.attach(1));\n      }\n      if (advectionProgram.uniforms.dissipation) {\n        gl.uniform1f(advectionProgram.uniforms.dissipation, config.DENSITY_DISSIPATION);\n      }\n      blit(dye.write);\n      dye.swap();\n    }\n\n    function render(target: FBO | null) {\n      gl.blendFunc(gl.ONE, gl.ONE_MINUS_SRC_ALPHA);\n      gl.enable(gl.BLEND);\n      drawDisplay(target);\n    }\n\n    function drawDisplay(target: FBO | null) {\n      const width = target ? target.width : gl.drawingBufferWidth;\n      const height = target ? target.height : gl.drawingBufferHeight;\n      displayMaterial.bind();\n      if (config.SHADING && displayMaterial.uniforms.texelSize) {\n        gl.uniform2f(displayMaterial.uniforms.texelSize, 1 / width, 1 / height);\n      }\n      if (displayMaterial.uniforms.uTexture) {\n        gl.uniform1i(displayMaterial.uniforms.uTexture, dye.read.attach(0));\n      }\n      blit(target, false);\n    }\n\n    function splatPointer(pointer: Pointer) {\n      const dx = pointer.deltaX * config.SPLAT_FORCE;\n      const dy = pointer.deltaY * config.SPLAT_FORCE;\n      splat(pointer.texcoordX, pointer.texcoordY, dx, dy, pointer.color);\n    }\n\n    function clickSplat(pointer: Pointer) {\n      const color = generateColor();\n      color.r *= 10;\n      color.g *= 10;\n      color.b *= 10;\n      const dx = 10 * (Math.random() - 0.5);\n      const dy = 30 * (Math.random() - 0.5);\n      splat(pointer.texcoordX, pointer.texcoordY, dx, dy, color);\n    }\n\n    function splat(x: number, y: number, dx: number, dy: number, color: ColorRGB) {\n      splatProgram.bind();\n      if (splatProgram.uniforms.uTarget) {\n        gl.uniform1i(splatProgram.uniforms.uTarget, velocity.read.attach(0));\n      }\n      if (splatProgram.uniforms.aspectRatio) {\n        gl.uniform1f(splatProgram.uniforms.aspectRatio, canvas!.width / canvas!.height);\n      }\n      if (splatProgram.uniforms.point) {\n        gl.uniform2f(splatProgram.uniforms.point, x, y);\n      }\n      if (splatProgram.uniforms.color) {\n        gl.uniform3f(splatProgram.uniforms.color, dx, dy, 0);\n      }\n      if (splatProgram.uniforms.radius) {\n        gl.uniform1f(splatProgram.uniforms.radius, correctRadius(config.SPLAT_RADIUS / 100)!);\n      }\n      blit(velocity.write);\n      velocity.swap();\n\n      if (splatProgram.uniforms.uTarget) {\n        gl.uniform1i(splatProgram.uniforms.uTarget, dye.read.attach(0));\n      }\n      if (splatProgram.uniforms.color) {\n        gl.uniform3f(splatProgram.uniforms.color, color.r, color.g, color.b);\n      }\n      blit(dye.write);\n      dye.swap();\n    }\n\n    function correctRadius(radius: number) {\n      const aspectRatio = canvas!.width / canvas!.height;\n      if (aspectRatio > 1) radius *= aspectRatio;\n      return radius;\n    }\n\n    function updatePointerDownData(pointer: Pointer, id: number, posX: number, posY: number) {\n      pointer.id = id;\n      pointer.down = true;\n      pointer.moved = false;\n      pointer.texcoordX = posX / canvas!.width;\n      pointer.texcoordY = 1 - posY / canvas!.height;\n      pointer.prevTexcoordX = pointer.texcoordX;\n      pointer.prevTexcoordY = pointer.texcoordY;\n      pointer.deltaX = 0;\n      pointer.deltaY = 0;\n      pointer.color = generateColor();\n    }\n\n    function updatePointerMoveData(pointer: Pointer, posX: number, posY: number, color: ColorRGB) {\n      pointer.prevTexcoordX = pointer.texcoordX;\n      pointer.prevTexcoordY = pointer.texcoordY;\n      pointer.texcoordX = posX / canvas!.width;\n      pointer.texcoordY = 1 - posY / canvas!.height;\n      pointer.deltaX = correctDeltaX(pointer.texcoordX - pointer.prevTexcoordX)!;\n      pointer.deltaY = correctDeltaY(pointer.texcoordY - pointer.prevTexcoordY)!;\n      pointer.moved = Math.abs(pointer.deltaX) > 0 || Math.abs(pointer.deltaY) > 0;\n      pointer.color = color;\n    }\n\n    function updatePointerUpData(pointer: Pointer) {\n      pointer.down = false;\n    }\n\n    function correctDeltaX(delta: number) {\n      const aspectRatio = canvas!.width / canvas!.height;\n      if (aspectRatio < 1) delta *= aspectRatio;\n      return delta;\n    }\n\n    function correctDeltaY(delta: number) {\n      const aspectRatio = canvas!.width / canvas!.height;\n      if (aspectRatio > 1) delta /= aspectRatio;\n      return delta;\n    }\n\n    function hexToRGB(hex: string): ColorRGB {\n      let val = hex.replace('#', '');\n      if (val.length === 3) val = val[0] + val[0] + val[1] + val[1] + val[2] + val[2];\n      const r = parseInt(val.slice(0, 2), 16) / 255;\n      const g = parseInt(val.slice(2, 4), 16) / 255;\n      const b = parseInt(val.slice(4, 6), 16) / 255;\n      return { r: r * 0.15, g: g * 0.15, b: b * 0.15 };\n    }\n\n    function generateColor(): ColorRGB {\n      if (!config.RAINBOW_MODE) {\n        return hexToRGB(config.COLOR!);\n      }\n      const c = HSVtoRGB(Math.random(), 1.0, 1.0);\n      c.r *= 0.15;\n      c.g *= 0.15;\n      c.b *= 0.15;\n      return c;\n    }\n\n    function HSVtoRGB(h: number, s: number, v: number): ColorRGB {\n      let r = 0,\n        g = 0,\n        b = 0;\n      const i = Math.floor(h * 6);\n      const f = h * 6 - i;\n      const p = v * (1 - s);\n      const q = v * (1 - f * s);\n      const t = v * (1 - (1 - f) * s);\n\n      switch (i % 6) {\n        case 0:\n          r = v;\n          g = t;\n          b = p;\n          break;\n        case 1:\n          r = q;\n          g = v;\n          b = p;\n          break;\n        case 2:\n          r = p;\n          g = v;\n          b = t;\n          break;\n        case 3:\n          r = p;\n          g = q;\n          b = v;\n          break;\n        case 4:\n          r = t;\n          g = p;\n          b = v;\n          break;\n        case 5:\n          r = v;\n          g = p;\n          b = q;\n          break;\n      }\n      return { r, g, b };\n    }\n\n    function wrap(value: number, min: number, max: number) {\n      const range = max - min;\n      if (range === 0) return min;\n      return ((value - min) % range) + min;\n    }\n\n    window.addEventListener('mousedown', e => {\n      const pointer = pointers[0];\n      const posX = scaleByPixelRatio(e.clientX);\n      const posY = scaleByPixelRatio(e.clientY);\n      updatePointerDownData(pointer, -1, posX, posY);\n      clickSplat(pointer);\n    });\n\n    function handleFirstMouseMove(e: MouseEvent) {\n      const pointer = pointers[0];\n      const posX = scaleByPixelRatio(e.clientX);\n      const posY = scaleByPixelRatio(e.clientY);\n      const color = generateColor();\n      updateFrame();\n      updatePointerMoveData(pointer, posX, posY, color);\n      document.body.removeEventListener('mousemove', handleFirstMouseMove);\n    }\n    document.body.addEventListener('mousemove', handleFirstMouseMove);\n\n    window.addEventListener('mousemove', e => {\n      const pointer = pointers[0];\n      const posX = scaleByPixelRatio(e.clientX);\n      const posY = scaleByPixelRatio(e.clientY);\n      const color = pointer.color;\n      updatePointerMoveData(pointer, posX, posY, color);\n    });\n\n    function handleFirstTouchStart(e: TouchEvent) {\n      const touches = e.targetTouches;\n      const pointer = pointers[0];\n      for (let i = 0; i < touches.length; i++) {\n        const posX = scaleByPixelRatio(touches[i].clientX);\n        const posY = scaleByPixelRatio(touches[i].clientY);\n        updateFrame();\n        updatePointerDownData(pointer, touches[i].identifier, posX, posY);\n      }\n      document.body.removeEventListener('touchstart', handleFirstTouchStart);\n    }\n    document.body.addEventListener('touchstart', handleFirstTouchStart);\n\n    window.addEventListener(\n      'touchstart',\n      e => {\n        const touches = e.targetTouches;\n        const pointer = pointers[0];\n        for (let i = 0; i < touches.length; i++) {\n          const posX = scaleByPixelRatio(touches[i].clientX);\n          const posY = scaleByPixelRatio(touches[i].clientY);\n          updatePointerDownData(pointer, touches[i].identifier, posX, posY);\n        }\n      },\n      false\n    );\n\n    window.addEventListener(\n      'touchmove',\n      e => {\n        const touches = e.targetTouches;\n        const pointer = pointers[0];\n        for (let i = 0; i < touches.length; i++) {\n          const posX = scaleByPixelRatio(touches[i].clientX);\n          const posY = scaleByPixelRatio(touches[i].clientY);\n          updatePointerMoveData(pointer, posX, posY, pointer.color);\n        }\n      },\n      false\n    );\n\n    window.addEventListener('touchend', e => {\n      const touches = e.changedTouches;\n      const pointer = pointers[0];\n      for (let i = 0; i < touches.length; i++) {\n        updatePointerUpData(pointer);\n      }\n    });\n  }, [\n    SIM_RESOLUTION,\n    DYE_RESOLUTION,\n    CAPTURE_RESOLUTION,\n    DENSITY_DISSIPATION,\n    VELOCITY_DISSIPATION,\n    PRESSURE,\n    PRESSURE_ITERATIONS,\n    CURL,\n    SPLAT_RADIUS,\n    SPLAT_FORCE,\n    SHADING,\n    COLOR_UPDATE_SPEED,\n    BACK_COLOR,\n    TRANSPARENT,\n    RAINBOW_MODE,\n    COLOR\n  ]);\n\n  return (\n    <div className=\"fixed top-0 left-0 z-50 pointer-events-none w-full h-full\">\n      <canvas ref={canvasRef} id=\"fluid\" className=\"w-screen h-screen block\"></canvas>\n    </div>\n  );\n}\n"
		}
	],
	"registryDependencies": [],
	"dependencies": []
}