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- p {
- font-size: 40px;
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- letter-spacing:3px;
- }
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- display: none;}
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- <script type="text/javascript">
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- $(document).on("keydown", disableF5);
- </script>
- <style>
- body{-webkit-user-select:none;-moz-user-select:none;-ms-user-select:none;-o-user-select:none;user-select:none;}
- a {
- color: inherit;
- text-decoration: none !important;
- }
- .center {
- font-family: 'Montserrat', sans-serif;
- position: fixed; /* or absolute */
- top: 50%;
- left: 50%;
- /* bring your own prefixes */
- transform: translate(-50%, -50%);
- animation: fadein 3s;
- -moz-animation: fadein 3s; /* Firefox */
- -webkit-animation: fadein 3s; /* Safari and Chrome */
- -o-animation: fadein 3s; /* Opera */
- }​
- @keyframes fadein {
- from {
- opacity:0;
- }
- to {
- opacity:1;
- }
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- @-moz-keyframes fadein { /* Firefox */
- from {
- opacity:0;
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- opacity:1;
- }
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- opacity:0;
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- opacity:1;
- }
- }
- @-o-keyframes fadein { /* Opera */
- from {
- opacity:0;
- }
- to {
- opacity: 1;
- }
- }
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- <div class="center">
- <center>
- <style>
- .amcikahmet img {
- border-radius: 20px;
- }
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- <div class="amcikahmet">
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- <p>Adar Bor<br><font size="3">Website Adresim Kisa Bir Sureligine Bakimdadir. / Spyhackz.ORG</font>
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- </div>
- <audio autoplay="" id="myaudio">
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- <script>
- var audio = document.getElementById("myaudio");
- audio.volume = 0.5;
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- <div style="letter-spacing: 3;font-size: 15;"><div id="center">
- <div class="animated fadeInDown">
- </div>
- <div class="animated fadeInUp">
- <pre><pre align="middle"> <a href="https://www.instagram.com/adardurden/" target="_blank"><i class="fab fa-instagram"></i></a> </pre></pre>
- <center><div id="clockDisplay" class="clockStyle">08:21:19 PM</div></center>
- <script>
- function renderTime() {
- var currentTime = new Date();
- var diem = "AM";
- var h = currentTime.getHours();
- var m = currentTime.getMinutes();
- var s = currentTime.getSeconds();
- setTimeout('renderTime()',1000);
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- var myClock = document.getElementById('clockDisplay');
- myClock.textContent = h + ":" + m + ":" + s + " " + diem;
- myClock.innerText = h + ":" + m + ":" + s + " " + diem;
- }
- renderTime();
- </script>
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- <br>
- </center>
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- <script type="text/javascript">
- var audio = document.getElementById("audio");
- function pVid() {
- audio.paused ? audio.play() : audio.pause();
- }
- </script>
- <style>
- html, body {
- overflow: hidden;
- color: #fefeff;
- }
- body {
- margin: 0;
- position: absolute;
- width: 100%;
- height: 100%;
- }
- canvas {
- width: 100%;
- height: 100%;
- z-index: -999999999;
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- [class^="letter"] {
- -webkit-transition: opacity 3s ease;
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- .letter-14 {
- transition-delay: 3.0s;
- }
- .letter-15 {
- transition-delay: 3.2s;
- }
- </style>
- <script>
- 'use strict';
- var canvas = document.getElementsByTagName( 'canvas' )[ 0 ];
- canvas.width = canvas.clientWidth;
- canvas.height = canvas.clientHeight;
- var config = {
- TEXTURE_DOWNSAMPLE: 1,
- DENSITY_DISSIPATION: 0.98,
- VELOCITY_DISSIPATION: 0.99,
- PRESSURE_DISSIPATION: 0.8,
- PRESSURE_ITERATIONS: 25,
- CURL: 30,
- SPLAT_RADIUS: 0.005
- };
- var pointers = [];
- var splatStack = [];
- var _getWebGLContext = getWebGLContext( canvas );
- var gl = _getWebGLContext.gl;
- var ext = _getWebGLContext.ext;
- var support_linear_float = _getWebGLContext.support_linear_float;
- function getWebGLContext( canvas ) {
- 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 );
- 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' );
- }
- gl.clearColor( 0.0, 0.0, 0.0, 1.0 );
- 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;
- return {
- gl: gl,
- ext: {
- internalFormat: internalFormat,
- internalFormatRG: internalFormatRG,
- formatRG: formatRG,
- texType: texType
- },
- support_linear_float: support_linear_float
- };
- }
- 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 ];
- }
- pointers.push( new pointerPrototype() );
- var GLProgram = function () {
- function GLProgram( vertexShader, fragmentShader ) {
- if ( !(this instanceof GLProgram) )
- throw new TypeError( "Cannot call a class as a function" );
- 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, 'precision highp float; precision mediump sampler2D; attribute vec2 aPosition; varying vec2 vUv; varying vec2 vL; varying vec2 vR; varying vec2 vT; varying vec2 vB; uniform vec2 texelSize; void main () { vUv = aPosition * 0.5 + 0.5; vL = vUv - vec2(texelSize.x, 0.0); vR = vUv + vec2(texelSize.x, 0.0); vT = vUv + vec2(0.0, texelSize.y); vB = vUv - vec2(0.0, texelSize.y); gl_Position = vec4(aPosition, 0.0, 1.0); }' );
- var clearShader = compileShader( gl.FRAGMENT_SHADER, 'precision highp float; precision mediump sampler2D; varying vec2 vUv; uniform sampler2D uTexture; uniform float value; void main () { gl_FragColor = value * texture2D(uTexture, vUv); }' );
- var displayShader = compileShader( gl.FRAGMENT_SHADER, 'precision highp float; precision mediump sampler2D; varying vec2 vUv; uniform sampler2D uTexture; void main () { gl_FragColor = texture2D(uTexture, vUv); }' );
- var splatShader = compileShader( gl.FRAGMENT_SHADER, 'precision highp float; precision mediump sampler2D; varying vec2 vUv; uniform sampler2D uTarget; uniform float aspectRatio; uniform vec3 color; uniform vec2 point; uniform float radius; void main () { vec2 p = vUv - point.xy; p.x *= aspectRatio; vec3 splat = exp(-dot(p, p) / radius) * color; vec3 base = texture2D(uTarget, vUv).xyz; gl_FragColor = vec4(base + splat, 1.0); }' );
- var advectionManualFilteringShader = compileShader( gl.FRAGMENT_SHADER, 'precision highp float; precision mediump sampler2D; varying vec2 vUv; uniform sampler2D uVelocity; uniform sampler2D uSource; uniform vec2 texelSize; uniform float dt; uniform float dissipation; vec4 bilerp (in sampler2D sam, in vec2 p) { vec4 st; st.xy = floor(p - 0.5) + 0.5; st.zw = st.xy + 1.0; vec4 uv = st * texelSize.xyxy; vec4 a = texture2D(sam, uv.xy); vec4 b = texture2D(sam, uv.zy); vec4 c = texture2D(sam, uv.xw); vec4 d = texture2D(sam, uv.zw); vec2 f = p - st.xy; return mix(mix(a, b, f.x), mix(c, d, f.x), f.y); } void main () { vec2 coord = gl_FragCoord.xy - dt * texture2D(uVelocity, vUv).xy; gl_FragColor = dissipation * bilerp(uSource, coord); gl_FragColor.a = 1.0; }' );
- var advectionShader = compileShader( gl.FRAGMENT_SHADER, 'precision highp float; precision mediump sampler2D; varying vec2 vUv; uniform sampler2D uVelocity; uniform sampler2D uSource; uniform vec2 texelSize; uniform float dt; uniform float dissipation; void main () { vec2 coord = vUv - dt * texture2D(uVelocity, vUv).xy * texelSize; gl_FragColor = dissipation * texture2D(uSource, coord); }' );
- var divergenceShader = compileShader( gl.FRAGMENT_SHADER, 'precision highp float; precision mediump sampler2D; varying vec2 vUv; varying vec2 vL; varying vec2 vR; varying vec2 vT; varying vec2 vB; uniform sampler2D uVelocity; vec2 sampleVelocity (in vec2 uv) { vec2 multiplier = vec2(1.0, 1.0); if (uv.x < 0.0) { uv.x = 0.0; multiplier.x = -1.0; } if (uv.x > 1.0) { uv.x = 1.0; multiplier.x = -1.0; } if (uv.y < 0.0) { uv.y = 0.0; multiplier.y = -1.0; } if (uv.y > 1.0) { uv.y = 1.0; multiplier.y = -1.0; } return multiplier * texture2D(uVelocity, uv).xy; } void main () { float L = sampleVelocity(vL).x; float R = sampleVelocity(vR).x; float T = sampleVelocity(vT).y; float B = sampleVelocity(vB).y; float div = 0.5 * (R - L + T - B); gl_FragColor = vec4(div, 0.0, 0.0, 1.0); }' );
- var curlShader = compileShader( gl.FRAGMENT_SHADER, 'precision highp float; precision mediump sampler2D; varying vec2 vUv; varying vec2 vL; varying vec2 vR; varying vec2 vT; varying vec2 vB; uniform sampler2D uVelocity; void main () { float L = texture2D(uVelocity, vL).y; float R = texture2D(uVelocity, vR).y; float T = texture2D(uVelocity, vT).x; float B = texture2D(uVelocity, vB).x; float vorticity = R - L - T + B; gl_FragColor = vec4(vorticity, 0.0, 0.0, 1.0); }' );
- var vorticityShader = compileShader( gl.FRAGMENT_SHADER, 'precision highp float; precision mediump sampler2D; varying vec2 vUv; varying vec2 vL; varying vec2 vR; varying vec2 vT; varying vec2 vB; uniform sampler2D uVelocity; uniform sampler2D uCurl; uniform float curl; uniform float dt; void main () { float L = texture2D(uCurl, vL).y; float R = texture2D(uCurl, vR).y; float T = texture2D(uCurl, vT).x; float B = texture2D(uCurl, vB).x; float C = texture2D(uCurl, vUv).x; vec2 force = vec2(abs(T) - abs(B), abs(R) - abs(L)); force *= 1.0 / length(force + 0.00001) * curl * C; vec2 vel = texture2D(uVelocity, vUv).xy; gl_FragColor = vec4(vel + force * dt, 0.0, 1.0); }' );
- var pressureShader = compileShader( gl.FRAGMENT_SHADER, 'precision highp float; precision mediump sampler2D; varying vec2 vUv; varying vec2 vL; varying vec2 vR; varying vec2 vT; varying vec2 vB; uniform sampler2D uPressure; uniform sampler2D uDivergence; vec2 boundary (in vec2 uv) { uv = min(max(uv, 0.0), 1.0); return uv; } void main () { float L = texture2D(uPressure, boundary(vL)).x; float R = texture2D(uPressure, boundary(vR)).x; float T = texture2D(uPressure, boundary(vT)).x; float B = texture2D(uPressure, boundary(vB)).x; float C = texture2D(uPressure, vUv).x; float divergence = texture2D(uDivergence, vUv).x; float pressure = (L + R + B + T - divergence) * 0.25; gl_FragColor = vec4(pressure, 0.0, 0.0, 1.0); }' );
- var gradientSubtractShader = compileShader( gl.FRAGMENT_SHADER, 'precision highp float; precision mediump sampler2D; varying vec2 vUv; varying vec2 vL; varying vec2 vR; varying vec2 vT; varying vec2 vB; uniform sampler2D uPressure; uniform sampler2D uVelocity; vec2 boundary (in vec2 uv) { uv = min(max(uv, 0.0), 1.0); return uv; } void main () { float L = texture2D(uPressure, boundary(vL)).x; float R = texture2D(uPressure, boundary(vR)).x; float T = texture2D(uPressure, boundary(vT)).x; float B = texture2D(uPressure, boundary(vB)).x; vec2 velocity = texture2D(uVelocity, vUv).xy; velocity.xy -= vec2(R - L, T - B); gl_FragColor = vec4(velocity, 0.0, 1.0); }' );
- var textureWidth = void 0;
- var textureHeight = void 0;
- var density = void 0;
- var velocity = void 0;
- var divergence = void 0;
- var curl = void 0;
- var pressure = void 0;
- initFramebuffers();
- var clearProgram = new GLProgram( baseVertexShader, clearShader );
- 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 initFramebuffers() {
- textureWidth = gl.drawingBufferWidth >> config.TEXTURE_DOWNSAMPLE;
- textureHeight = gl.drawingBufferHeight >> config.TEXTURE_DOWNSAMPLE;
- var iFormat = ext.internalFormat;
- var iFormatRG = ext.internalFormatRG;
- var formatRG = ext.formatRG;
- var texType = ext.texType;
- density = createDoubleFBO( 0, textureWidth, textureHeight, iFormat, gl.RGBA, texType, support_linear_float ? gl.LINEAR : gl.NEAREST );
- velocity = createDoubleFBO( 2, textureWidth, textureHeight, iFormatRG, formatRG, texType, support_linear_float ? gl.LINEAR : gl.NEAREST );
- divergence = createFBO( 4, textureWidth, textureHeight, iFormatRG, formatRG, texType, gl.NEAREST );
- curl = createFBO( 5, textureWidth, textureHeight, iFormatRG, formatRG, texType, gl.NEAREST );
- pressure = createDoubleFBO( 6, textureWidth, textureHeight, iFormatRG, formatRG, texType, gl.NEAREST );
- }
- 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 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 );
- };
- }();
- 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 );
- if ( splatStack.length > 0 ) {
- for ( var m = 0; m < splatStack.pop(); m++ ) {
- 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 );
- }
- }
- 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, config.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, config.DENSITY_DISSIPATION );
- blit( density.second[ 1 ] );
- density.swap();
- for ( var i = 0, len = pointers.length; i < len; 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, config.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 ] );
- clearProgram.bind();
- var pressureTexId = pressure.first[ 2 ];
- gl.activeTexture( gl.TEXTURE0 + pressureTexId );
- gl.bindTexture( gl.TEXTURE_2D, pressure.first[ 0 ] );
- gl.uniform1i( clearProgram.uniforms.uTexture, pressureTexId );
- gl.uniform1f( clearProgram.uniforms.value, config.PRESSURE_DISSIPATION );
- blit( pressure.second[ 1 ] );
- pressure.swap();
- pressureProgram.bind();
- gl.uniform2f( pressureProgram.uniforms.texelSize, 1.0 / textureWidth, 1.0 / textureHeight );
- gl.uniform1i( pressureProgram.uniforms.uDivergence, divergence[ 2 ] );
- pressureTexId = pressure.first[ 2 ];
- gl.activeTexture( gl.TEXTURE0 + pressureTexId );
- for ( var _i = 0; _i < config.PRESSURE_ITERATIONS; _i++ ) {
- gl.bindTexture( gl.TEXTURE_2D, pressure.first[ 0 ] );
- gl.uniform1i( pressureProgram.uniforms.uPressure, pressureTexId );
- 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, config.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() {
- ( canvas.width !== canvas.clientWidth || canvas.height !== canvas.clientHeight ) && ( canvas.width = canvas.clientWidth, canvas.height = canvas.clientHeight, initFramebuffers() );
- }
- var count = 0;
- var colorArr = [ Math.random() + 0.2, Math.random() + 0.2, Math.random() + 0.2 ];
- canvas.addEventListener( 'mousemove', function ( e ) {
- count++;
- ( count > 25 ) && (colorArr = [ Math.random() + 0.2, Math.random() + 0.2, Math.random() + 0.2 ], count = 0);
- pointers[ 0 ].down = true;
- pointers[ 0 ].color = colorArr;
- 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;
- } );
- canvas.addEventListener( 'touchmove', function ( e ) {
- e.preventDefault();
- var touches = e.targetTouches;
- count++;
- ( count > 25 ) && (colorArr = [ Math.random() + 0.2, Math.random() + 0.2, Math.random() + 0.2 ], count = 0);
- for ( var i = 0, len = touches.length; i < len; 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 = colorArr;
- 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 );
- </script>
- <script>
- function renderTime() {
- var currentTime = new Date();
- var diem = "AM";
- var h = currentTime.getHours();
- var m = currentTime.getMinutes();
- var s = currentTime.getSeconds();
- setTimeout('renderTime()',1000);
- if (h == 0) {
- h = 12;
- } else if (h > 12) {
- h = h - 12;
- diem="PM";
- }
- if (h < 10) {
- h = "0" + h;
- }
- if (m < 10) {
- m = "0" + m;
- }
- if (s < 10) {
- s = "0" + s;
- }
- var myClock = document.getElementById('clockDisplay');
- myClock.textContent = h + ":" + m + ":" + s + " " + diem;
- myClock.innerText = h + ":" + m + ":" + s + " " + diem;
- }
- renderTime();
- </script>
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