Fluid simulation with Turing patterns (sort of)

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. ;)