#TODO
- WebGL fail fallback
- Need for minification
#LESS IMPORTANT TODOs
- iPhone 6S WebGL has a bug when UNSIGNED_BYTE textures are used in fluid sim -> result is continuous negative fluid velocity -> solution is to use float textures (only half float supported?) -> alternatively, if outer particles are not visible, this bug is less important (Not an issue on iPad Mini or iPad 2)
- Use float texture for rgb if system supports it -> great GPUCapabilties class
- Replace window.width with getWidth()
- and fix window width bug
- Improve dye fall-off
- Remove keyboard shortcuts
- Integrate into master?
- Improve particle appearance
- Remove debug code
- Force render fluid and particle as static inlines bools
#NOTES
-
Particle colors,
- fluid texture lookup?
- gets hue from fluid, alpha from grey/level? -> color filter from increasing fluid saturation?
- fluid texture lookup?
-
Background transparency - possible, tricky to get the color fadeout right. Easier to do the tv glow effect with shader