Cappen Fluid Simulation
What it does
Cappen-style GPU fluid simulation built with Three.js: moving the pointer injects ink and velocity splats into double-buffered HalfFloat render targets, and a Navier-Stokes shader solver (advection, curl/vorticity confinement, divergence, 40 pressure iterations) makes the ink swirl and dissipate. The full-screen canvas sits over a white typographic hero with mix-blend-mode: difference, so the flowing ink inverts the giant text beneath it.
How it's built
| Category | 3d-webgl |
|---|---|
| Tech | three |
| Complexity | section |
| Performance cost | heavy |
| Mobile-safe | desktop-first |
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# Fluid Simulation Hero (Cappen-style ink over inverted type)
## Goal
Build a full-screen landing hero with a giant white typographic headline and a **GPU fluid
simulation** painted on top of everything. Moving the pointer injects swirling "ink" that flows,
curls and dissipates like real fluid (a Navier–Stokes solver running entirely in fragment
shaders). The fluid canvas uses `mix-blend-mode: difference`, so the moving white ink **inverts**
whatever it passes over — black over the white page, white over the black headline — producing the
signature liquid, self-inverting trail. The star of this piece is the fluid solver, not any DOM
animation.
## Tech
- Vanilla HTML / CSS / JS with ES module imports, bundled by Vite.
- **`three` (npm)** is the only JS dependency — a WebGL fluid simulation written by hand in GLSL.
…
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