# Neon Eulerian Fluid Simulation

- Author: @theailoser
- Card: Creator prompt
- Theme: Water & sky
- Stack: Not rebuilt
- Interaction: Drag
- Licence: Credited link (Shared publicly by the author; full text with credit, removed on request)
- Verified: not yet
- Original post: https://x.com/theailoser/status/2102565612874596411

## Original prompt

```text
Write a complete, single-file HTML document containing a high-performance, GPU-accelerated interactive Eulerian Neon Fluid Simulation.

Strict Technical & Aesthetic Requirements:

1. Architecture & Performance:
   - Single-file: All HTML, CSS, and JavaScript/GLSL shaders inline.
   - Zero external dependencies: Pure WebGL 1.0 or 2.0 (no Three.js, no Pixi, no external libraries).
   - GPU-Computed Fluid Dynamics: The simulation must run entirely via ping-pong Framebuffer Objects (FBOs) using custom fragment shaders for:
     a) Advection (velocity & dye)
     b) Divergence calculation
     c) Pressure Poisson solver (Jacobi iteration, 20-30 iterations per frame)
     d) Gradient subtraction / velocity projection
     e) Vorticity confinement (adds turbulent swirls and prevents the fluid from turning into dull, blurry mush).

2. Visual Fidelity (The "Neon Smoke" Look):
   - Pitch-black void background (`#050508`).
   - Additive / High-Dynamic-Range blending for dye injection.
   - Dynamic palette: Each cursor flick or touch drag injects high-luminosity neon dye that cycles smoothly through vivid cyber hues (electric cyan `#00F0FF`, hot magenta `#FF007F`, deep ultraviolet, and radiant gold).
   - Display shader enhancements: Include a post-processing pass directly in the final render shader that applies subtle bloom/glow, tone mapping, and chromatic aberration around the swirling edges of the fluid.

3. Interaction:
   - Mouse & Touch: Rapid cursor movement or dragging injects velocity proportional to mouse speed, along with dense glowing dye.
   - Passive Ambient Motion: When idle, generate subtle procedural curl noise or gentle drifting vortices so the canvas is never completely static.
   - Controls: A sleek, ultra-minimal glassmorphism HUD tucked into a corner (with auto-hide on inactivity):
     * Viscosity slider
     * Dye dissipation / persistence slider
     * Splat radius slider
     * "Clear Canvas" button
     * Toggle button to cycle color themes (Cyberpunk, Thermal Inferno, Bioluminescent Deep).

4. Production Polish:
   - Automatically handle high-DPI displays and `resize` events without stretching or clearing the FBO textures.
   - Graceful fallback check for floating-point texture support (`OES_texture_float` / `OES_texture_half_float`).
   - Clean, bug-free, fully implemented code with zero placeholders or truncated comments.

Return only the fully populated HTML file ready to run directly in Chrome/Safari/Firefox.
```

Not rebuilt by 3dmotion yet. Credit stays with @theailoser.

Prompt by @theailoser (https://x.com/theailoser/status/2102565612874596411) via 3dmotion.io/e/neon-eulerian-fluid-simulation
