This demo is built on the Reaction-Diffusion
template from the WebGL playground and Evgeny
Demidov's fluid simulation.
Anyway, this implementation does not use the OpenGL extension
OES_TEXTURE_FLOAT. Instead a 16bit "minifloat" buffer
is used here.
The extension might still be a good start for optimization!
To be correct these aren't
real "Turing patterns", though the dots are quite characteristic. What you see is actually the simpler
kind of one-component Reaction-Diffusion equations.
The skin dot synthesis' native texture resolution is
1024x512 and the fluid simulation uses 512x256 cells. WebGL GPGPU, here ya go!
Protip: doubleclick anywhere to hide this description box. ;)