
This is a JavaScript implementation that creates an interactive, modern fluid/smoke motion effect that follows your cursor.
It uses the HTML canvas and WebGL to render a dynamic simulation that responds to both mouse and touch inputs.
Features:
- Real-time cursor tracking: Responds instantly to mouse movement and touch gestures across the entire webpage.
- WebGL-powered rendering: Utilizes hardware acceleration for smooth animation performance and realistic fluid behavior.
- Configurable physics parameters: Adjust density dissipation, velocity, pressure, and curl settings for different visual effects.
- Cross-platform compatibility: Works across desktop browsers and mobile devices with touch support.
See It In Action:
Use Cases
- Engaging Hero Banners: You can use this effect as the background for a website’s main hero section to immediately capture user attention.
- Creative Portfolios: For designers or developers, this adds a unique, memorable touch to a portfolio, showcasing technical and creative skills.
- Web-Based Art: The script can serve as a foundation for generative art projects or interactive digital installations.
- Subtle UI Accents: A toned-down version of the effect could be used behind modals or specific UI sections to draw focus without being distracting.
How to use it:
1. Create a <canvas> element in your HTML file. This is what the script will draw the fluid simulation onto.
<canvas></canvas>
2. Style the canvas to cover the full viewport and position it appropriately within your page layout:
canvas {
display: block;
width: 100%;
height: 100vh;
position: fixed;
top: 0;
left: 0;
z-index: -1; /* Place behind other content */
}3. Save the following JS snippet as smoke.js and include it in your HTML.
"use strict";
let canvas = document.getElementsByTagName("canvas")[0];
canvas.width = canvas.clientWidth;
canvas.height = canvas.clientHeight;
let config = {
TEXTURE_DOWNSAMPLE: 1,
DENSITY_DISSIPATION: 0.98,
VELOCITY_DISSIPATION: 0.99,
PRESSURE_DISSIPATION: 0.8,
PRESSURE_ITERATIONS: 25,
CURL: 35,
SPLAT_RADIUS: 0.002
};
let pointers = [];
let splatStack = [];
let _getWebGLContext = getWebGLContext(canvas);
let gl = _getWebGLContext.gl;
let ext = _getWebGLContext.ext;
let support_linear_float = _getWebGLContext.support_linear_float;
function getWebGLContext(canvas) {
let params = {
alpha: false,
depth: false,
stencil: false,
antialias: false
};
let gl = canvas.getContext("webgl2", params);
let isWebGL2 = !!gl;
if (!isWebGL2)
gl =
canvas.getContext("webgl", params) ||
canvas.getContext("experimental-webgl", params);
let halfFloat = gl.getExtension("OES_texture_half_float");
let 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);
let internalFormat = isWebGL2 ? gl.RGBA16F : gl.RGBA;
let internalFormatRG = isWebGL2 ? gl.RG16F : gl.RGBA;
let formatRG = isWebGL2 ? gl.RG : gl.RGBA;
let 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());
let 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);
let uniformCount = gl.getProgramParameter(this.program, gl.ACTIVE_UNIFORMS);
for (let i = 0; i < uniformCount; i++) {
let 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) {
let shader = gl.createShader(type);
gl.shaderSource(shader, source);
gl.compileShader(shader);
if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS))
throw gl.getShaderInfoLog(shader);
return shader;
}
let 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); }"
);
let 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); }"
);
let displayShader = compileShader(
gl.FRAGMENT_SHADER,
"precision highp float; precision mediump sampler2D; varying vec2 vUv; uniform sampler2D uTexture; void main () { gl_FragColor = texture2D(uTexture, vUv); }"
);
let 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); }"
);
let 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; }"
);
let 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); }"
);
let 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); }"
);
let 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); }"
);
let 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); }"
);
let 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); }"
);
let 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); }"
);
let textureWidth = void 0;
let textureHeight = void 0;
let density = void 0;
let velocity = void 0;
let divergence = void 0;
let curl = void 0;
let pressure = void 0;
initFramebuffers();
let clearProgram = new GLProgram(baseVertexShader, clearShader);
let displayProgram = new GLProgram(baseVertexShader, displayShader);
let splatProgram = new GLProgram(baseVertexShader, splatShader);
let advectionProgram = new GLProgram(
baseVertexShader,
support_linear_float ? advectionShader : advectionManualFilteringShader
);
let divergenceProgram = new GLProgram(baseVertexShader, divergenceShader);
let curlProgram = new GLProgram(baseVertexShader, curlShader);
let vorticityProgram = new GLProgram(baseVertexShader, vorticityShader);
let pressureProgram = new GLProgram(baseVertexShader, pressureShader);
let gradienSubtractProgram = new GLProgram(
baseVertexShader,
gradientSubtractShader
);
function initFramebuffers() {
textureWidth = gl.drawingBufferWidth >> config.TEXTURE_DOWNSAMPLE;
textureHeight = gl.drawingBufferHeight >> config.TEXTURE_DOWNSAMPLE;
let iFormat = ext.internalFormat;
let iFormatRG = ext.internalFormatRG;
let formatRG = ext.formatRG;
let 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);
let 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);
let 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) {
let fbo1 = createFBO(texId, w, h, internalFormat, format, type, param);
let fbo2 = createFBO(texId + 1, w, h, internalFormat, format, type, param);
return {
get first() {
return fbo1;
},
get second() {
return fbo2;
},
swap: function swap() {
let temp = fbo1;
fbo1 = fbo2;
fbo2 = temp;
}
};
}
let 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);
};
})();
let lastTime = Date.now();
update();
function update() {
resizeCanvas();
let dt = Math.min((Date.now() - lastTime) / 1000, 0.016);
lastTime = Date.now();
gl.viewport(0, 0, textureWidth, textureHeight);
if (splatStack.length > 0) {
for (let m = 0; m < splatStack.pop(); m++) {
let color = [Math.random() * 10, Math.random() * 10, Math.random() * 10];
let x = canvas.width * Math.random();
let y = canvas.height * Math.random();
let dx = 1000 * (Math.random() - 0.5);
let 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 (let i = 0, len = pointers.length; i < len; i++) {
let 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();
let 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 (let _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());
}
let count = 0;
let 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();
let touches = e.targetTouches;
count++;
count > 25 &&
((colorArr = [
Math.random() + 0.2,
Math.random() + 0.2,
Math.random() + 0.2
]),
(count = 0));
for (let 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;
let 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
);
4. Inside the script, you’ll find a config object. This is where you can fine-tune the physics of the simulation. Our take is that you should start with the defaults and then experiment.
TEXTURE_DOWNSAMPLE: Reduces the simulation’s resolution for better performance. A value of 1 means half resolution, 2 means quarter resolution, and so on. Increasing this can significantly boost FPS on lower-end hardware.DENSITY_DISSIPATION: Controls how quickly the smoke color fades. A lower value means it disappears faster.VELOCITY_DISSIPATION: Controls how quickly the fluid’s motion slows down.PRESSURE_DISSIPATION: A factor in the pressure calculation, affecting how the fluid settles.PRESSURE_ITERATIONS: The number of times the pressure calculation is run per frame. More iterations result in a more realistic, incompressible fluid but at a higher performance cost.CURL: The amount of rotational force (vorticity) added to the simulation, creating more swirling patterns.SPLAT_RADIUS: The size of the “splat” or disturbance created when you move the cursor.
FAQs
Q: Can I change the color of the smoke?
A: Yes. The color is set within the mousemove and touchmove event listeners. Look for the colorArr variable and modify how its RGB values are generated. You can set it to a static array like [1.0, 0.5, 0.2] for a specific color.
Q: The animation is running slow. How can I improve performance?
A: The easiest way is to adjust the config object. Increase TEXTURE_DOWNSAMPLE to 1 or 2. This lowers the simulation’s internal resolution. You can also decrease PRESSURE_ITERATIONS, though this might make the fluid behavior less stable.
Q: Does this work on all modern browsers?
A: It requires WebGL support. The script checks for WebGL2 first and has a fallback for WebGL1, so it should work on the vast majority of modern desktop and mobile browsers.
Q: How do I position other content over the smoke effect?
A: Use CSS z-index values higher than the canvas element. Set the canvas z-index to -1 or another negative value, then ensure your content elements have positive z-index values to appear above the effect.







