Create Responsive Happy Holi Wishing Project in HTML CSS JS

Happy Holi Wishing WebGL Fluid Simulation using HTML, CSS and JavaScript

Delve into the world of web-based fluid simulations with our exciting project – the Happy Holi Wishing WebGL Fluid Simulation! This project brings together the festive spirit of Holi with the captivating world of WebGL, HTML, CSS, and JavaScript. Through this tutorial, you’ll embark on a journey to create a visually stunning and interactive experience that celebrates the vibrant colors of Holi.

Step into the realm of code as we guide you through the setup and implementation of this project. Whether you’re a seasoned developer or just starting your coding journey, this tutorial will equip you with the knowledge and skills to create your own responsive Happy Holi Wishing WebGL Fluid Simulation.

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Happy Holi Wishing WebGL Fluid Simulation using HTML, CSS and JavaScript

Create this three files: index.html to serve as the main file and structure, style.css for styling, and script.js for interactivity. Also follow this Steps to Setup the project —

Step 1: HTML – Building the Digital Canvas

Begin by setting up your project folder and creating an index.html file. Copy and paste the provided HTML code into this file. This code lays the foundation for your Happy Holi WebGL Fluid Simulation, defining the canvas element where the magic happens, accompanied by a festive greeting and instructions for interaction.

<!DOCTYPE html>
<html lang="en">

<head>
    <meta charset="UTF-8">
    <meta name="viewport" content="width=device-width, initial-scale=1.0">
    <title>Happy Holi</title>
</head>

<body>
    <canvas></canvas>
<div>Happy Holi</div>
<p>( CLICK ON BLANK SPACES TO CHANGE FLUID COLOR )</P>
</body>
</html>
Step 2: CSS – Adding Style and Flair

To enhance the visual appeal of your Happy Holi Wishing WebGL Fluid Simulation, add some CSS magic. Customize the appearance of the canvas, text elements, and overall layout by adding CSS styles to your style.css file. Experiment with colors, fonts, and layouts to bring your festive vision to life. CSS gives our project its unique personality, making it stand out and catch the eye.

html,
body {
    overflow: hidden;
    padding: 50px;
    color: #fff;
}

body {
    background: url(http://www.nhembram.com/images/happy_holi.jpg) no-repeat center center fixed;
    -webkit-background-size: cover;
    -moz-background-size: cover;
    -o-background-size: cover;
    background-size: cover;
}

canvas {
    position: fixed;
    top: 0;
    left: 0;
    width: 100%;
    height: 100%;
    z-index: 0.5;
    opacity: 1;
}

div {
    position: relative;
    z-index: 1;
    font-size: 70px;
    padding: 0;
    display: table;
    margin: auto;
    letter-spacing: 2px;
    font-family: 'Great Vibes', cursive;
}

P {
    display: table;
    margin: 20px auto;
    font-family: Arial, Helvetica, sans-serif;
    text-align: center;
    font-size: 8px;
    letter-spacing: 2px;
    position: absolute;
    bottom: 10px;
    left: 50%;
    z-index: 1;
    -webit-transform: translateX(-50%);
    -moz-transform: translateX(-50%);
    transform: translateX(-50%);
}
Step 3: JavaScript – Making Things Interactive and Fun

Next, it’s time to infuse your project with interactivity using JavaScript. Copy the provided JavaScript code into your script.js file. This code sets up the WebGL context, initializes the fluid simulation parameters, handles user interactions, and orchestrates the rendering of the colorful Happy Holi Wishing WebGL Fluid Simulation.

'use strict';

function _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError("Cannot call a class as a function"); } }

var canvas = document.getElementsByTagName('canvas')[0];
canvas.width = canvas.clientWidth;
canvas.height = canvas.clientHeight;

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);
}
gl.clearColor(0.0, 0.0, 0.0, 1.0);

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');
}

var TEXTURE_DOWNSAMPLE = 1;
var DENSITY_DISSIPATION = 0.98;
var VELOCITY_DISSIPATION = 0.99;
var SPLAT_RADIUS = 0.005;
var CURL = 30;
var PRESSURE_ITERATIONS = 25;

var GLProgram = function () {
    function GLProgram(vertexShader, fragmentShader) {
        _classCallCheck(this, GLProgram);

        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, '\n    precision highp float;\n    precision mediump sampler2D;\n\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');

var displayShader = compileShader(gl.FRAGMENT_SHADER, '\n    precision highp float;\n    precision mediump sampler2D;\n\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\n    void main () {\n        gl_FragColor = texture2D(uTexture, vUv);\n    }\n');

var splatShader = compileShader(gl.FRAGMENT_SHADER, '\n    precision highp float;\n    precision mediump sampler2D;\n\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');

var advectionManualFilteringShader = compileShader(gl.FRAGMENT_SHADER, '\n    precision highp float;\n    precision mediump sampler2D;\n\n    varying vec2 vUv;\n    uniform sampler2D uVelocity;\n    uniform sampler2D uSource;\n    uniform vec2 texelSize;\n    uniform float dt;\n    uniform float dissipation;\n\n    vec4 bilerp (in sampler2D sam, in vec2 p) {\n        vec4 st;\n        st.xy = floor(p - 0.5) + 0.5;\n        st.zw = st.xy + 1.0;\n        vec4 uv = st * texelSize.xyxy;\n        vec4 a = texture2D(sam, uv.xy);\n        vec4 b = texture2D(sam, uv.zy);\n        vec4 c = texture2D(sam, uv.xw);\n        vec4 d = texture2D(sam, uv.zw);\n        vec2 f = p - st.xy;\n        return mix(mix(a, b, f.x), mix(c, d, f.x), f.y);\n    }\n\n    void main () {\n        vec2 coord = gl_FragCoord.xy - dt * texture2D(uVelocity, vUv).xy;\n        gl_FragColor = dissipation * bilerp(uSource, coord);\n        gl_FragColor.a = 1.0;\n    }\n');

var advectionShader = compileShader(gl.FRAGMENT_SHADER, '\n    precision highp float;\n    precision mediump sampler2D;\n\n    varying vec2 vUv;\n    uniform sampler2D uVelocity;\n    uniform sampler2D uSource;\n    uniform vec2 texelSize;\n    uniform float dt;\n    uniform float dissipation;\n\n    void main () {\n        vec2 coord = vUv - dt * texture2D(uVelocity, vUv).xy * texelSize;\n        gl_FragColor = dissipation * texture2D(uSource, coord);\n    }\n');

var divergenceShader = compileShader(gl.FRAGMENT_SHADER, '\n    precision highp float;\n    precision mediump sampler2D;\n\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\n    vec2 sampleVelocity (in vec2 uv) {\n        vec2 multiplier = vec2(1.0, 1.0);\n        if (uv.x < 0.0) { uv.x = 0.0; multiplier.x = -1.0; }\n        if (uv.x > 1.0) { uv.x = 1.0; multiplier.x = -1.0; }\n        if (uv.y < 0.0) { uv.y = 0.0; multiplier.y = -1.0; }\n        if (uv.y > 1.0) { uv.y = 1.0; multiplier.y = -1.0; }\n        return multiplier * texture2D(uVelocity, uv).xy;\n    }\n\n    void main () {\n        float L = sampleVelocity(vL).x;\n        float R = sampleVelocity(vR).x;\n        float T = sampleVelocity(vT).y;\n        float B = sampleVelocity(vB).y;\n        float div = 0.5 * (R - L + T - B);\n        gl_FragColor = vec4(div, 0.0, 0.0, 1.0);\n    }\n');

var curlShader = compileShader(gl.FRAGMENT_SHADER, '\n    precision highp float;\n    precision mediump sampler2D;\n\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\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(vorticity, 0.0, 0.0, 1.0);\n    }\n');

var vorticityShader = compileShader(gl.FRAGMENT_SHADER, '\n    precision highp float;\n    precision mediump sampler2D;\n\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).y;\n        float R = texture2D(uCurl, vR).y;\n        float T = texture2D(uCurl, vT).x;\n        float B = texture2D(uCurl, vB).x;\n        float C = texture2D(uCurl, vUv).x;\n        vec2 force = vec2(abs(T) - abs(B), abs(R) - abs(L));\n        force *= 1.0 / length(force + 0.00001) * curl * C;\n        vec2 vel = texture2D(uVelocity, vUv).xy;\n        gl_FragColor = vec4(vel + force * dt, 0.0, 1.0);\n    }\n');

var pressureShader = compileShader(gl.FRAGMENT_SHADER, '\n    precision highp float;\n    precision mediump sampler2D;\n\n    varying vec2 vUv;\n    varying vec2 vL;\n    varying vec2 vR;\n    varying vec2 vT;\n    varying vec2 vB;\n    uniform sampler2D uPressure;\n    uniform sampler2D uDivergence;\n\n    vec2 boundary (in vec2 uv) {\n        uv = min(max(uv, 0.0), 1.0);\n        return uv;\n    }\n\n    void main () {\n        float L = texture2D(uPressure, boundary(vL)).x;\n        float R = texture2D(uPressure, boundary(vR)).x;\n        float T = texture2D(uPressure, boundary(vT)).x;\n        float B = texture2D(uPressure, boundary(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');

var gradientSubtractShader = compileShader(gl.FRAGMENT_SHADER, '\n    precision highp float;\n    precision mediump sampler2D;\n\n    varying vec2 vUv;\n    varying vec2 vL;\n    varying vec2 vR;\n    varying vec2 vT;\n    varying vec2 vB;\n    uniform sampler2D uPressure;\n    uniform sampler2D uVelocity;\n\n    vec2 boundary (in vec2 uv) {\n        uv = min(max(uv, 0.0), 1.0);\n        return uv;\n    }\n\n    void main () {\n        float L = texture2D(uPressure, boundary(vL)).x;\n        float R = texture2D(uPressure, boundary(vR)).x;\n        float T = texture2D(uPressure, boundary(vT)).x;\n        float B = texture2D(uPressure, boundary(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');

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);
    };
}();

function clear(target) {
    gl.bindFramebuffer(gl.FRAMEBUFFER, target);
    gl.clear(gl.COLOR_BUFFER_BIT);
}

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 textureWidth = undefined;
var textureHeight = undefined;
var density = undefined;
var velocity = undefined;
var divergence = undefined;
var curl = undefined;
var pressure = undefined;

function initFramebuffers() {
    textureWidth = gl.drawingBufferWidth >> TEXTURE_DOWNSAMPLE;
    textureHeight = gl.drawingBufferHeight >> TEXTURE_DOWNSAMPLE;

    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;

    density = createDoubleFBO(0, textureWidth, textureHeight, internalFormat, gl.RGBA, texType, support_linear_float ? gl.LINEAR : gl.NEAREST);
    velocity = createDoubleFBO(2, textureWidth, textureHeight, internalFormatRG, formatRG, texType, support_linear_float ? gl.LINEAR : gl.NEAREST);
    divergence = createFBO(4, textureWidth, textureHeight, internalFormatRG, formatRG, texType, gl.NEAREST);
    curl = createFBO(5, textureWidth, textureHeight, internalFormatRG, formatRG, texType, gl.NEAREST);
    pressure = createDoubleFBO(6, textureWidth, textureHeight, internalFormatRG, formatRG, texType, gl.NEAREST);
}

initFramebuffers();

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 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];
}

var pointers = [];
pointers.push(new pointerPrototype());

for (var i = 0; i < 10; i++) {
    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);
}

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);

    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, 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, DENSITY_DISSIPATION);
    blit(density.second[1]);
    density.swap();

    for (var i = 0; i < pointers.length; 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, 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]);

    clear(pressure.first[1]);
    pressureProgram.bind();
    gl.uniform2f(pressureProgram.uniforms.texelSize, 1.0 / textureWidth, 1.0 / textureHeight);
    gl.uniform1i(pressureProgram.uniforms.uDivergence, divergence[2]);
    for (var i = 0; i < PRESSURE_ITERATIONS; i++) {
        gl.uniform1i(pressureProgram.uniforms.uPressure, pressure.first[2]);
        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, 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() {
    if (canvas.width != canvas.clientWidth || canvas.height != canvas.clientHeight) {
        canvas.width = canvas.clientWidth;
        canvas.height = canvas.clientHeight;
        initFramebuffers();
    }
}

canvas.addEventListener('mousemove', function (e) {
    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;
    pointers[0].down = true;
});

canvas.addEventListener('touchmove', function (e) {
    e.preventDefault();
    var touches = e.targetTouches;
    for (var i = 0; i < e.touches.length; i++) {
        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);

canvas.addEventListener('mousedown', function () {
    pointers[0].down = true;
    pointers[0].color = [Math.random() + 0.2, Math.random() + 0.2, Math.random() + 0.2];
});

canvas.addEventListener('touchstart', function (e) {
    var touches = e.targetTouches;
    for (var i = 0; i < touches.length; 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 = [Math.random() + 0.2, Math.random() + 0.2, Math.random() + 0.2];
    }
});

window.addEventListener('mouseup', function () {
    pointers[0].down = true;
});

window.addEventListener('touchend', function (e) {
    var touches = e.changedTouches;
    for (var i = 0; i < touches.length; i++) {
        for (var j = 0; j < pointers.length; j++) {
            if (touches[i].identifier == pointers[j].id) pointers[j].down = false;
        }
    }
});

Conclusion: Bringing the Spirit of Holi to the Digital World

In conclusion, by following these three simple steps, you’ll be well on your way to creating your own responsive Happy Holi Wishing WebGL Fluid Simulation. Let your creativity flow as you explore the intersection of art and technology in this colorful project.

Creating this project not only allows you to hone your coding skills but also provides a platform to express your creativity and celebrate the joyous spirit of Happy Holi Wishing. Share your creations with the world and spread the festive cheer through the magic of code.

Live Preview:

See the Pen Happy Holi – Festival of Colors-WebGL Fluid Simulation by Nunaram Hembram (@nhembram) on CodePen.

Join Our Telegram Channel to Download the Project Source Code: Click Here

For your convenience, the total source code of this “login and signup form” project instructional practice is accessible for download by clicking the Download Code button.

Note: Keep in mind that the way to dominate coding is practice. To enhance your skills in JavaScriptHTML & CSS, we recommend recreating other useful website elements such as Custom ButtonReviews CardContact PageNavigationLogin Forms, etc.

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