Interactive Fluid Particle Logo
What it does
Full-viewport WebGL canvas that rasterizes a PNG logo into thousands of soft GL_POINTS particles on a dark background. Moving the mouse applies an inverse-square repulsion force to nearby particles, which scatter and then spring back to their origin via velocity damping and a return-force, capped by an exponentially damped max-displacement clamp; no GSAP, raw WebGL physics on requestAnimationFrame.
How it's built
| Category | interactive |
|---|---|
| Tech | vanilla JS |
| Complexity | section |
| Performance cost | light |
| Mobile-safe | desktop-first |
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# Interactive Fluid Particle Logo
## Goal
Build a full-viewport **WebGL hero** where a PNG logo is rasterized pixel-by-pixel into tens of thousands of soft round `GL_POINTS` particles floating on a near-black background. The star effect: **moving the mouse repels nearby particles with an inverse-square force**, scattering them fluidly, and each particle then **springs back to its home position** through velocity damping plus a constant return force — with an exponentially damped clamp that stops any particle drifting more than ~100px from home. The whole simulation is raw WebGL + a hand-rolled physics loop on `requestAnimationFrame`. **No GSAP, no Three.js, no libraries at all.**
## Tech
Vanilla HTML/CSS/JS with ES module scripts. **Zero npm dependencies** — use the raw `canvas.getContext("webgl")` API directly. Put the two GLSL source strings in a sibling module and import them:
```js
import { vertexShader, fragmentShader } from "./shaders.js";
```
## Layout / HTML
Minimal — the entire page is one canvas:
```html
<body>
…
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