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FLUID HOMEPAGE

  This Project is designed to Give your  website a new cool and different look from all the other websites on the web. This project needs a some deep changes according to your content and always use the 4k image quality for the web background so that it doesn't buffer give it a smooth animation , The movements can be control by the mouse pointer and it show different in the Phone where it uses the gravitational sensor of the device to animated its inner content.



This is consist of  three languages [ HTML - CSS - JAVA SCRIPT  ] , All the source codes are down you can easily copy and use it everywhere and most important thing is this project is made on Codepen website so when you use it in another platform , you many need to change some specification like its background picture  and refresh time according to your need, which can easily change by the HTML & CSS . If you found any error or you need my help just Message me i will solve your problems.

If you like our works Follow us on Instagram.




                 







Download Or Copy Source Codes From Here 👇


DOWNLOADING. FILE.ZIP


--


HTML
<html lang="en">
<head>
    <meta charset="UTF-8">
    <meta name="viewport" content="width=device-width, initial-scale=1.0">
   <link rel="stylesheet" href="style.css">
    <title>Document</title>
</head>
<body>
    <div class="content">
        <img src="https://images.unsplash.com/photo-1682685797769-481b48222adf?q=80&w=1470&auto=format&fit=crop&ixlib=rb-4.0.3&ixid=M3wxMjA3fDF8MHxwaG90by1wYWdlfHx8fGVufDB8fHx8fA%3D%3D"/>
    </div>
    
    <canvas></canvas>
    
    <div class="overlay">
        Code With Arrow
    </div>
    
    
    
    <script type="x-shader/x-fragment" id="vertShader">
        precision highp float;
    
        attribute vec2 aPosition;
        varying vec2 vUv;
        varying vec2 vL;
        varying vec2 vR;
        varying vec2 vT;
        varying vec2 vB;
        uniform vec2 u_vertex_texel;
    
        void main () {
            vUv = aPosition * .5 + .5;
            vL = vUv - vec2(u_vertex_texel.x, 0.);
            vR = vUv + vec2(u_vertex_texel.x, 0.);
            vT = vUv + vec2(0., u_vertex_texel.y);
            vB = vUv - vec2(0., u_vertex_texel.y);
            gl_Position = vec4(aPosition, 0., 1.);
        }
    </script>
    
    <script type="x-shader/x-fragment" id="fragShaderAdvection">
        precision highp float;
        precision highp sampler2D;
    
        varying vec2 vUv;
        uniform sampler2D u_velocity_txr;
        uniform sampler2D u_input_txr;
        uniform vec2 u_vertex_texel;
        uniform vec2 u_output_textel;
        uniform float u_dt;
        uniform float u_dissipation;
    
        vec4 bilerp (sampler2D sam, vec2 uv, vec2 tsize) {
            vec2 st = uv / tsize - 0.5;
    
            vec2 iuv = floor(st);
            vec2 fuv = fract(st);
    
            vec4 a = texture2D(sam, (iuv + vec2(0.5, 0.5)) * tsize);
            vec4 b = texture2D(sam, (iuv + vec2(1.5, 0.5)) * tsize);
            vec4 c = texture2D(sam, (iuv + vec2(0.5, 1.5)) * tsize);
            vec4 d = texture2D(sam, (iuv + vec2(1.5, 1.5)) * tsize);
    
            return mix(mix(a, b, fuv.x), mix(c, d, fuv.x), fuv.y);
        }
    
        void main () {
            vec2 coord = vUv - u_dt * bilerp(u_velocity_txr, vUv, u_vertex_texel).xy * u_vertex_texel;
            gl_FragColor = u_dissipation * bilerp(u_input_txr, coord, u_output_textel);
            gl_FragColor.a = 1.;
        }
    </script>
    
    <script type="x-shader/x-fragment" id="fragShaderDivergence">
        precision highp float;
        precision highp sampler2D;
    
        varying highp vec2 vUv;
        varying highp vec2 vL;
        varying highp vec2 vR;
        varying highp vec2 vT;
        varying highp vec2 vB;
        uniform sampler2D u_velocity_txr;
    
        void main () {
            float L = texture2D(u_velocity_txr, vL).x;
            float R = texture2D(u_velocity_txr, vR).x;
            float T = texture2D(u_velocity_txr, vT).y;
            float B = texture2D(u_velocity_txr, vB).y;
    
            float div = .5 * (R - L + T - B);
            gl_FragColor = vec4(div, 0., 0., 1.);
        }
    </script>
    
    <script type="x-shader/x-fragment" id="fragShaderPressure">
        precision highp float;
        precision highp sampler2D;
    
        varying highp vec2 vUv;
        varying highp vec2 vL;
        varying highp vec2 vR;
        varying highp vec2 vT;
        varying highp vec2 vB;
        uniform sampler2D u_pressure_txr;
        uniform sampler2D u_divergence_txr;
    
        void main () {
            float L = texture2D(u_pressure_txr, vL).x;
            float R = texture2D(u_pressure_txr, vR).x;
            float T = texture2D(u_pressure_txr, vT).x;
            float B = texture2D(u_pressure_txr, vB).x;
            float C = texture2D(u_pressure_txr, vUv).x;
            float divergence = texture2D(u_divergence_txr, vUv).x;
            float pressure = (L + R + B + T - divergence) * 0.25;
            gl_FragColor = vec4(pressure, 0., 0., 1.);
        }
    </script>
    
    <script type="x-shader/x-fragment" id="fragShaderGradientSubtract">
        precision highp float;
        precision highp sampler2D;
    
        varying highp vec2 vUv;
        varying highp vec2 vL;
        varying highp vec2 vR;
        varying highp vec2 vT;
        varying highp vec2 vB;
        uniform sampler2D u_pressure_txr;
        uniform sampler2D u_velocity_txr;
    
        void main () {
            float L = texture2D(u_pressure_txr, vL).x;
            float R = texture2D(u_pressure_txr, vR).x;
            float T = texture2D(u_pressure_txr, vT).x;
            float B = texture2D(u_pressure_txr, vB).x;
            vec2 velocity = texture2D(u_velocity_txr, vUv).xy;
            velocity.xy -= vec2(R - L, T - B);
            gl_FragColor = vec4(velocity, 0., 1.);
        }
    </script>
    
    <script type="x-shader/x-fragment" id="fragShaderPoint">
        precision highp float;
        precision highp sampler2D;
    
        varying vec2 vUv;
        uniform sampler2D u_input_txr;
        uniform float u_ratio;
        uniform vec3 u_point_value;
        uniform vec2 u_point;
        uniform float u_point_size;
    
        void main () {
            vec2 p = vUv - u_point.xy;
            p.x *= u_ratio;
            vec3 splat = pow(2., -dot(p, p) / u_point_size) * u_point_value;
            vec3 base = texture2D(u_input_txr, vUv).xyz;
            gl_FragColor = vec4(base + splat, 1.);
        }
    </script>
    
    <script type="x-shader/x-fragment" id="fragShaderDisplay">
        precision highp float;
        precision highp sampler2D;
    
        varying vec2 vUv;
        uniform sampler2D u_output_texture;
    
        void main () {
            vec3 C = texture2D(u_output_texture, vUv).rgb;
            float a = max(C.r, max(C.g, C.b));
            a = pow(.1 * a, .1);
            a = clamp(a, 0., 1.);
            gl_FragColor = vec4(1. - C, 1. - a);
        }
    </script>
    <script src="main.js"></script>
</body>
</html>
CSS
html, body {
    overflow: hidden;
    padding: 0;
    margin: 0;
}

canvas {
    position: fixed;
    top: 0;
    left: 0;
    width: 100%;
    height: 100%;
}

.content {
    position: fixed;
    top: 0;
    left: 0;
    width: 100%;
    height: 100vh;
}

img {
    position: absolute;
    top: 50%;
    left: 50%;
    transform: translate(-50%, -50%);
    height: 115%;
    width: auto;
    opacity: 0;
}

@media (min-aspect-ratio: 4/3) {
    img {
        height: auto;
        width: 100%;
    }
}

@media (max-aspect-ratio: 3/5) {
    img {
        left: 30%;
    }
}

.overlay {
    position: fixed;
    top: 50%;
    left: 30%;
    max-width: 50%;
    transform: translate(-50%, -50%);
    font-family: sans-serif;
    font-size: 10vh;
    font-weight: bold;
    pointer-events: none;
    text-transform: uppercase;
}

@media (max-aspect-ratio: 1/1) {
    .overlay {
        left: 50%;
        width: 90%;
        max-width: 90%;
    }
}

@media (max-aspect-ratio: 3/5) {
    .overlay {
        font-size: 5vh;
    }
}
JAVA SCRIPT
const canvas = document.getElementsByTagName("canvas")[0];
const image = document.getElementsByTagName("img")[0];
canvas.width = canvas.clientWidth;
canvas.height = canvas.clientHeight;

const params = {
    SIM_RESOLUTION: 128,
    DYE_RESOLUTION: 1024,
    DENSITY_DISSIPATION: .995,
    VELOCITY_DISSIPATION: .9,
    PRESSURE_ITERATIONS: 10,
    SPLAT_RADIUS: 3 / window.innerHeight,
    color: {r: .8, g: .5, b: .2}
};

const pointer = {
    x: .65 * window.innerWidth,
    y: .5 * window.innerHeight,
    dx: 0,
    dy: 0,
    moved: false,
    firstMove: false // for codepen preview
};
window.setTimeout(() => {
    pointer.firstMove = true;
}, 3000);

let prevTimestamp = Date.now();

const gl = canvas.getContext("webgl");
gl.getExtension("OES_texture_float");


let outputColor, velocity, divergence, pressure;

const vertexShader = createShader(
    document.getElementById("vertShader").innerHTML,
    gl.VERTEX_SHADER);

const splatProgram = createProgram("fragShaderPoint");
const divergenceProgram = createProgram("fragShaderDivergence");
const pressureProgram = createProgram("fragShaderPressure");
const gradientSubtractProgram = createProgram("fragShaderGradientSubtract");
const advectionProgram = createProgram("fragShaderAdvection");
const displayProgram = createProgram("fragShaderDisplay");


initFBOs();
render();
image.style.opacity = "1";


window.addEventListener("resize", () => {
    params.SPLAT_RADIUS = 5 / window.innerHeight;
    canvas.width = canvas.clientWidth;
    canvas.height = canvas.clientHeight;
});

canvas.addEventListener("click", (e) => {
    pointer.dx = 10;
    pointer.dy = 10;
    pointer.x = e.pageX;
    pointer.y = e.pageY;
    pointer.firstMove = true;
});

canvas.addEventListener("mousemove", (e) => {
    pointer.moved = true;
    pointer.dx = 5 * (e.pageX - pointer.x);
    pointer.dy = 5 * (e.pageY - pointer.y);
    pointer.x = e.pageX;
    pointer.y = e.pageY;
    pointer.firstMove = true;
});

canvas.addEventListener("touchmove", (e) => {
    e.preventDefault();
    pointer.moved = true;
    pointer.dx = 8 * (e.targetTouches[0].pageX - pointer.x);
    pointer.dy = 8 * (e.targetTouches[0].pageY - pointer.y);
    pointer.x = e.targetTouches[0].pageX;
    pointer.y = e.targetTouches[0].pageY;
    pointer.firstMove = true;
});

function createProgram(elId) {
    const shader = createShader(
        document.getElementById(elId).innerHTML,
        gl.FRAGMENT_SHADER);
    const program = createShaderProgram(vertexShader, shader);
    const uniforms = getUniforms(program);
    return {
        program, uniforms
    }
}

function createShaderProgram(vertexShader, fragmentShader) {
    const program = gl.createProgram();
    gl.attachShader(program, vertexShader);
    gl.attachShader(program, fragmentShader);
    gl.linkProgram(program);

    if (!gl.getProgramParameter(program, gl.LINK_STATUS)) {
        console.error("Unable to initialize the shader program: " + gl.getProgramInfoLog(program));
        return null;
    }

    return program;
}

function getUniforms(program) {
    let uniforms = [];
    let uniformCount = gl.getProgramParameter(program, gl.ACTIVE_UNIFORMS);
    for (let i = 0; i < uniformCount; i++) {
        let uniformName = gl.getActiveUniform(program, i).name;
        uniforms[uniformName] = gl.getUniformLocation(program, uniformName);
    }
    return uniforms;
}


function createShader(sourceCode, type) {
    const shader = gl.createShader(type);
    gl.shaderSource(shader, sourceCode);
    gl.compileShader(shader);

    if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) {
        console.error("An error occurred compiling the shaders: " + gl.getShaderInfoLog(shader));
        gl.deleteShader(shader);
        return null;
    }

    return shader;
}

function blit(target) {
    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);

    if (target == null) {
        gl.viewport(0, 0, gl.drawingBufferWidth, gl.drawingBufferHeight);
        gl.bindFramebuffer(gl.FRAMEBUFFER, null);
    } else {
        gl.viewport(0, 0, target.width, target.height);
        gl.bindFramebuffer(gl.FRAMEBUFFER, target.fbo);
    }
    gl.drawElements(gl.TRIANGLES, 6, gl.UNSIGNED_SHORT, 0);
}

function initFBOs() {
    const simRes = getResolution(params.SIM_RESOLUTION);
    const dyeRes = getResolution(params.DYE_RESOLUTION);

    outputColor = createDoubleFBO(dyeRes.width, dyeRes.height);
    velocity = createDoubleFBO(simRes.width, simRes.height);
    divergence = createFBO(simRes.width, simRes.height, gl.RGB);
    pressure = createDoubleFBO(simRes.width, simRes.height, gl.RGB);
}

function getResolution(resolution) {
    let aspectRatio = gl.drawingBufferWidth / gl.drawingBufferHeight;
    if (aspectRatio < 1)
        aspectRatio = 1. / aspectRatio;

    let min = Math.round(resolution);
    let max = Math.round(resolution * aspectRatio);

    if (gl.drawingBufferWidth > gl.drawingBufferHeight)
        return {width: max, height: min};
    else
        return {width: min, height: max};
}

function createFBO(w, h, type = gl.RGBA) {
    gl.activeTexture(gl.TEXTURE0);

    const texture = gl.createTexture();
    gl.bindTexture(gl.TEXTURE_2D, texture);
    gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST);
    gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST);
    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, type, w, h, 0, type, gl.FLOAT, null);

    const 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 {
        fbo,
        width: w,
        height: h,
        attach(id) {
            gl.activeTexture(gl.TEXTURE0 + id);
            gl.bindTexture(gl.TEXTURE_2D, texture);
            return id;
        }
    };
}

function createDoubleFBO(w, h, type) {
    let fbo1 = createFBO(w, h, type);
    let fbo2 = createFBO(w, h, type);

    return {
        width: w,
        height: h,
        texelSizeX: 1. / w,
        texelSizeY: 1. / h,
        read: () => {
            return fbo1;
        },
        write: () => {
            return fbo2;
        },
        swap() {
            let temp = fbo1;
            fbo1 = fbo2;
            fbo2 = temp;
        }
    }
}

function render() {
    const dt = (Date.now() - prevTimestamp) / 1000;
    prevTimestamp = Date.now();

    if (!pointer.firstMove) {
        pointer.moved = true;
        const newX = (.65 + .2 * Math.cos(.006 * prevTimestamp) * Math.sin(.008 * prevTimestamp)) * window.innerWidth;
        const newY = (.5 + .12 * Math.sin(.01 * prevTimestamp)) * window.innerHeight;
        pointer.dx = 10 * (newX - pointer.x);
        pointer.dy = 10 * (newY - pointer.y);
        pointer.x = newX;
        pointer.y = newY;
    }

    if (pointer.moved) {
        pointer.moved = false;

        gl.useProgram(splatProgram.program);
        gl.uniform1i(splatProgram.uniforms.u_input_txr, velocity.read().attach(0));
        gl.uniform1f(splatProgram.uniforms.u_ratio, canvas.width / canvas.height);
        gl.uniform2f(splatProgram.uniforms.u_point, pointer.x / canvas.width, 1 - pointer.y / canvas.height);
        gl.uniform3f(splatProgram.uniforms.u_point_value, pointer.dx, -pointer.dy, 1);
        gl.uniform1f(splatProgram.uniforms.u_point_size, params.SPLAT_RADIUS);

        blit(velocity.write());
        velocity.swap();

        gl.uniform1i(splatProgram.uniforms.u_input_txr, outputColor.read().attach(0));
        gl.uniform3f(splatProgram.uniforms.u_point_value, 1. - params.color.r, 1. - params.color.g, 1. - params.color.b);
        blit(outputColor.write());
        outputColor.swap();
    }

    gl.useProgram(divergenceProgram.program);
    gl.uniform2f(divergenceProgram.uniforms.u_vertex_texel, velocity.texelSizeX, velocity.texelSizeY);
    gl.uniform1i(divergenceProgram.uniforms.u_velocity_txr, velocity.read().attach(0));
    blit(divergence);

    gl.useProgram(pressureProgram.program);
    gl.uniform2f(pressureProgram.uniforms.u_vertex_texel, velocity.texelSizeX, velocity.texelSizeY);
    gl.uniform1i(pressureProgram.uniforms.u_divergence_txr, divergence.attach(0));
    for (let i = 0; i < params.PRESSURE_ITERATIONS; i++) {
        gl.uniform1i(pressureProgram.uniforms.u_pressure_txr, pressure.read().attach(1));
        blit(pressure.write());
        pressure.swap();
    }

    gl.useProgram(gradientSubtractProgram.program);
    gl.uniform2f(gradientSubtractProgram.uniforms.u_vertex_texel, velocity.texelSizeX, velocity.texelSizeY);
    gl.uniform1i(gradientSubtractProgram.uniforms.u_pressure_txr, pressure.read().attach(0));
    gl.uniform1i(gradientSubtractProgram.uniforms.u_velocity_txr, velocity.read().attach(1));
    blit(velocity.write());
    velocity.swap();

    gl.useProgram(advectionProgram.program);
    gl.uniform2f(advectionProgram.uniforms.u_vertex_texel, velocity.texelSizeX, velocity.texelSizeY);
    gl.uniform2f(advectionProgram.uniforms.u_output_textel, velocity.texelSizeX, velocity.texelSizeY);

    gl.uniform1i(advectionProgram.uniforms.u_velocity_txr, velocity.read().attach(0));
    gl.uniform1i(advectionProgram.uniforms.u_input_txr, velocity.read().attach(0));
    gl.uniform1f(advectionProgram.uniforms.u_dt, dt);
    gl.uniform1f(advectionProgram.uniforms.u_dissipation, params.VELOCITY_DISSIPATION);
    blit(velocity.write());
    velocity.swap();

    gl.uniform2f(advectionProgram.uniforms.u_output_textel, outputColor.texelSizeX, outputColor.texelSizeY);
    gl.uniform1i(advectionProgram.uniforms.u_velocity_txr, velocity.read().attach(0));
    gl.uniform1i(advectionProgram.uniforms.u_input_txr, outputColor.read().attach(1));
    gl.uniform1f(advectionProgram.uniforms.u_dissipation, params.DENSITY_DISSIPATION);
    blit(outputColor.write());
    outputColor.swap();

    gl.useProgram(displayProgram.program);
    gl.uniform1i(displayProgram.uniforms.u_output_texture, outputColor.read().attach(0));
    blit();

    requestAnimationFrame(render);
}