I am currently trying to dive into the topic of WebGL shaders with THREE.js. I would appreciate if someone could give me some starting points for the following scenario:
I would like to create a fluid-like material, which either interacts with the users mouse or «flows» on it's on. a little like this http://cake23.de/turing-fluid.html
I would like to pass a background image to it, which serves as a starting point in terms of which colors are shown in the «liquid sauce» and where they are at the beginning. so to say: I define the initial image which is then transformed by a self initiated liquid flowing and also by the users interaction.
How I would proceed, with my limited knowledge:
I create a plane with the wanted image as a texture. On top (between the image and the camera) I create a new mesh (plane too?) and this mesh has some custom vertex and fragment shaders applied. Those shaders should somehow take the color from behind (from the image) and then move those vertices around following some physical rules...
I realize that the given example above has unminified code, but still it is so much, that I can't really break it down to simpler terms, which I fully understand. So I would really appreciate if someone could give me some simpler concepts which serve as a starting point for me.
more pages addressing things like this:
http://www.ibiblio.org/e-notes/webgl/gpu/fluid.htm
https://29a.ch/sandbox/2012/fluidwebgl/
https://haxiomic.github.io/GPU-Fluid-Experiments/html5/
Well, anyway thanks for every link or reference, for every basic concept or anything you'd like to share.
Cheers
Edit: Getting a similar result (visually) like this image would be great: