Fluid simulation · qwen3-coder-next
Output saved · Timed out Cost / run $0.1523 Runtime 900.1s
The 15-minute session limit cut this run off. The output is the HTML saved at that point.
Prompt for this run
Build an interactive 2D fluid-and-dye simulation on a full-screen canvas. Use HTML, CSS, and JavaScript as needed. Write it to `index.html` in the current working directory using your file tools. Inline your own CSS and JavaScript. Do not use external assets, CDNs, or network requests. No third-party libraries are provided. Required behavior: - Maintain a velocity field and a colored dye field. Advect dye through the moving fluid so it forms persistent swirling flow; a collection of independent fading particles is not sufficient. - Dragging injects dye and momentum in the drag direction. Momentum and dye remain visible after the pointer is released and gradually dissipate. Approximate fluid behavior is acceptable; choose the numerical method and Canvas 2D or WebGL implementation. - Seed the initial scene with a small amount of colored dye and motion so the simulation is visible on load. - Provide a color selector, Pause/Resume, and Clear. Clear removes dye and resets velocity; the next drag can start a new flow. - Bound simulation resolution and work per frame so controls remain responsive at a 1200 by 800 viewport. Verify: Drag through the canvas and sample the flow after release. Check that dye follows the drag, continues swirling, and responds to a second drag in another direction. Use Clear, then drag again to check that a fresh flow can start.
TAKE IT TO CODE
A single self-contained HTML file — copy it and open in any browser, or reuse the prompt with your own pi-agent run.
RUN
METRICS
Transcript · 111 messages
Build an interactive 2D fluid-and-dye simulation on a full-screen canvas. Use HTML, CSS, and JavaScript as needed. Write it to `index.html` in the current working directory using your file tools. Inline your own CSS and JavaScript. Do not use external assets, CDNs, or network requests. No third-party libraries are provided. Required behavior: - Maintain a velocity field and a colored dye field. Advect dye through the moving fluid so it forms persistent swirling flow; a collection of independent fading particles is not sufficient. - Dragging injects dye and momentum in the drag direction. Momentum and dye remain visible after the pointer is released and gradually dissipate. Approximate fluid behavior is acceptable; choose the numerical method and Canvas 2D or WebGL implementation. - Seed the initial scene with a small amount of colored dye and motion so the simulation is visible on load. - Provide a color selector, Pause/Resume, and Clear. Clear removes dye and resets velocity; the next drag can start a new flow. - Bound simulation resolution and work per frame so controls remain responsive at a 1200 by 800 viewport. Verify: Drag through the canvas and sample the flow after release. Check that dye follows the drag, continues swirling, and responds to a second drag in another direction. Use Clear, then drag again to check that a fresh flow can start.
I'll build an interactive 2D fluid simulation with dye advection. Let me create the complete solution.
/tmp/job-pyd0kt/index.html (36910 bytes)Successfully wrote to /tmp/job-pyd0kt/index.html
Now let me test the simulation:
{"action":"inspect"}{"console":["warning: An iframe which has both allow-scripts and allow-same-origin for its sandbox attribute can escape its sandboxing.","error: Illegal return statement"],"dom":"Dye Color\nDensity\nPause\nPause\n \nClear\nDrag to inject dye and create fluid flow\nSimulation: 200×150 (4×4 pixels)","images":"model does not support images"}
I see there's an error. Let me fix the issue in the WebGL code:
{"path":"/tmp/job-pyd0kt/index.html","edits":[{"oldText":" // WebGL setup\n const canvas = document.getElementById('simulationSuccessfully replaced 1 block(s) in /tmp/job-pyd0kt/index.html.
{"action":"reload"}{"console":["warning: An iframe which has both allow-scripts and allow-same-origin for its sandbox attribute can escape its sandboxing.","error: ERROR: 0:34: 'gl_Position' : undeclared identifier\nERROR: 0:34: 'x' : field selection requires structure or vector on left hand side\n\u0000","warning: WebGL: INVALID_ENUM: texImage2D: invalid type","warning: WebGL: INVALID_ENUM: texImage2D: invalid type","warning: WebGL: INVALID_ENUM: texImage2D: invalid type","warning: WebGL: INVALID_ENUM: texImage2D: invalid type","warning: WebGL: INVALID_ENUM: texImage2D: invalid type","warning: WebGL: INVALID_ENUM: texImage2D: invalid type","warning: WebGL: INVALID_ENUM: texImage2D: invalid type","error: Failed to execute 'getAttribLocation' on 'WebGLRenderingContext': parameter 1 is not of type 'WebGLProgram'.","warning: [.WebGL-0x3e0400179e00]GL Driver Message (OpenGL, Performance, GL_CLOSE_PATH_NV, High): GPU stall due to ReadPixels"],"dom":"Dye Color\nDensity\nPause\nPause\n \nClear\nDrag to inject dye and create fluid flow\nSimulation: 200×150 (4×4 pixels)","images":"model does not support images"}
I see the issue - the init shader is incorrect. Let me rewrite the file with a simpler but still effective approach:
/tmp/job-pyd0kt/index.html (35686 bytes)Successfully wrote to /tmp/job-pyd0kt/index.html
{"action":"reload"}{"console":["warning: An iframe which has both allow-scripts and allow-same-origin for its sandbox attribute can escape its sandboxing.","error: Illegal return statement"],"dom":"Dye Color\nDensity\nPause\nPause\n \nClear\nDrag to inject dye and create fluid flow\nSimulation: 200×150 (4×4 pixels)","images":"model does not support images"}
There's still an error. Let me check the file for issues:
{"command":"cd /tmp/job-pyd0kt && head -50 index.html"}<!DOCTYPE html> <html lang="en"> <head> <meta charset="UTF-8"> <meta name="viewport" content="width=device-width, initial-scale=1.0"> <title>Interactive 2D Fluid & Dye Simulation</title> <style> * { margin: 0; padding: 0; box-sizing: border-box; } body { overflow: hidden; background: #111; font-family: 'Segoe UI', Tahoma, Geneva, Verdana, sans-serif; } #canvas-container { position: relative; width: 100vw; height: 100vh; } canvas { display: block; width: 100%; height: 100%; } #controls { position: absolute; top: 10px; left: 10px; background: rgba(0, 0, 0, 0.85); padding: 15px; border-radius: 8px; color: white; display: flex; gap: 15px; align-items: center; backdrop-filter: blur(5px); border: 1px solid #333; box-shadow: 0 4px 15px rgba(0, 0, 0, 0.5); } .control-group { display: flex; flex-direction: column;
Let me check around line 340-360 where the return statement might be:
{"command":"cd /tmp/job-pyd0kt && sed -n '335,365p' index.html"}}; // Create shader function createShader(gl, type, source) { const shader = gl.createShader(type); gl.shaderSource(shader, source); gl.compileShader(shader); if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) { console.error(gl.getShaderInfoLog(shader)); gl.deleteShader(shader); return null; } return shader; } // Create program function createProgram(gl, vertexSource, fragmentSource) { const vertexShader = createShader(gl, gl.VERTEX_SHADER, vertexSource); const fragmentShader = createShader(gl, gl.FRAGMENT_SHADER, fragmentSource); if (!vertexShader || !fragmentShader) return null; const program = gl.createProgram(); gl.attachShader(program, vertexShader); gl.attachShader(program, fragmentShader); gl.linkProgram(program); if (!gl.getProgramParameter(program, gl.LINK_STATUS)) { console.error(gl.getProgramInfoLog(program)); return null; }
The return statements look fine. Let me check the file for any syntax issues:
{"command":"cd /tmp/job-pyd0kt && grep -n \"return\" index.html | head -20"}173: return; 345: return null; 347: return shader; 355: if (!vertexShader || !fragmentShader) return null; 364: return null; 367: return program; 403: return texture; 413: return { texture, framebuffer, width, height }; 616: return {
{"command":"cd /tmp/job-pyd0kt && sed -n '610,620p' index.html"}// User input function getSimulationCoordinates(x, y) { const rect = canvas.getBoundingClientRect(); const scaleX = SIMULATION_WIDTH / rect.width; const scaleY = SIMULATION_HEIGHT / rect.height; return { x: (x - rect.left) * scaleX / SIMULATION_WIDTH, y: 1.0 - (y - rect.top) * scaleY / SIMULATION_HEIGHT }; }
The return statements look correct. Let me look for a return statement outside a function:
{"command":"cd /tmp/job-pyd0kt && grep -B2 \"return;\" index.html"}setupFallbackSimulation(); init(); return;
Found it - the issue is the `return;` at line 173 is outside any function. Let me fix this:
{"command":"cd /tmp/job-pyd0kt && sed -n '165,180p' index.html"}canvas.height = height; gl.viewport(0, 0, width, height); } if (!gl) { // WebGL failed, use Canvas 2D fallback setupFallbackSimulation(); init(); return; } // Shaders const vertexShaderSource = ` attribute vec2 a_position; varying vec2 v_texCoord; void main() {
I need to wrap this in an IIFE or move the init() call:
{"edits":[{"newText":" if (!gl) {\n // WebGL failed, use Canvas 2D fallback\n setupFallbackSimulation();\n Successfully replaced 1 block(s) in /tmp/job-pyd0kt/index.html.
{"action":"reload"}{"console":["warning: An iframe which has both allow-scripts and allow-same-origin for its sandbox attribute can escape its sandboxing.","error: Illegal return statement"],"dom":"Dye Color\nDensity\nPause\nPause\n \nClear\nDrag to inject dye and create fluid flow\nSimulation: 200×150 (4×4 pixels)","images":"model does not support images"}
Still an error. Let me check if there's a return statement at the top level:
{"command":"cd /tmp/job-pyd0kt && tail -30 index.html"}document.getElementById('pause-btn').addEventListener('click', () => { isPaused = !isPaused; document.getElementById('pause-btn').textContent = isPaused ? 'Resume' : 'Pause'; document.getElementById('pause-btn').classList.toggle('active'); }); document.getElementById('clear-btn').addEventListener('click', () => { particles.length = 0; for (let i = 0; i < 100; i++) { particles.push({ x: 600 + (Math.random() - 0.5) * 200, y: 400 + (Math.random() - 0.5) * 200, vx: (Math.random() - 0.5) * 2, vy: (Math.random() - 0.5) * 2, color: `hsl(${Math.random() * 360}, 80%, 60%)`, size: 2 + Math.random() * 3, life: 1.0 }); } }); animate(); } init(); requestAnimationFrame(simulate); </script> </body> </html>
{"command":"cd /tmp/job-pyd0kt && grep -n \"^}\" index.html"}(no output) Command exited with code 1
{"command":"cd /tmp/job-pyd0kt && wc -l index.html"}880 index.html
Let me check line numbers around where the return statement appears:
{"command":"cd /tmp/job-pyd0kt && awk 'NR==174' index.html"}}
{"command":"cd /tmp/job-pyd0kt && sed -n '169,180p' index.html"}if (!gl) { // WebGL failed, use Canvas 2D fallback setupFallbackSimulation(); init(); return; } init(); // Shaders const vertexShaderSource = ` attribute vec2 a_position;
The return at line 173 is inside a block. Let me check if it's inside the main script block:
{"command":"cd /tmp/job-pyd0kt && sed -n '1,5p' index.html"}<!DOCTYPE html> <html lang="en"> <head> <meta charset="UTF-8"> <meta name="viewport" content="width=device-width, initial-scale=1.0">
{"command":"cd /tmp/job-pyd0kt && grep -n \"<script>\" index.html"}137: <script>
So the script starts at line 137 and the return is at line 173. Let me look for where the script block ends:
{"command":"cd /tmp/job-pyd0kt && tail -5 index.html"}init(); requestAnimationFrame(simulate); </script> </body> </html>
The return statement at line 173 is inside the main script block, but the issue is it's appearing at the "top level" which is inside the `<script>` tag. Let me check the structure more carefully:
{"command":"cd /tmp/job-pyd0kt && sed -n '130,180p' index.html | head -50"}<div class="instructions"> Drag to inject dye and create fluid flow </div> <div id="resolution-display">Simulation: 200×150 (4×4 pixels)</div> </div> <script> // Fluid Simulation Configuration const SIMULATION_WIDTH = 200; const SIMULATION_HEIGHT = 150; const SIMULATION_SCALE = 4; // Simulation parameters const DYE_DECAY = 0.985; const VELOCITY_DECAY = 0.98; const DYE_DISSIPATION = 0.99; const SPLAT_RADIUS = 3; const VELOCITY_STRENGTH = 8.0; const DYE_STRENGTH = 50.0; const PRESSURE_ITERATIONS = 20; // WebGL setup const canvas = document.getElementById('simulation'); const gl = canvas.getContext('webgl', { alpha: false, antialias: false, preserveDrawingBuffer: false }); // Initialize function init() { const width = 1200; const height = 800; canvas.width = width; canvas.height = height; gl.viewport(0, 0, width, height); } if (!gl) { // WebGL failed, use Canvas 2D fallback setupFallbackSimulation(); init(); return; } init(); // Shaders const vertexShaderSource = `
I see the issue now - `return;` at line 173 is indeed a top-level return inside the `<script>` tag. In JavaScript modules, top-level return is illegal. Let me check if the browser is treating this as a module. Actually, the return statement is legal at the top level of a script - it just returns from the script. But maybe there's a parsing issue. Let me try a different approach - I'll wrap everything in a function:
{"edits":[{"newText":" <script>\n (function() {\n // Fluid Simulation Configuration\n const SIMULATION_WIDTHSuccessfully replaced 1 block(s) in /tmp/job-pyd0kt/index.html.
{"command":"cd /tmp/job-pyd0kt && sed -n '870,880p' index.html"}}); } }); animate(); } init(); requestAnimationFrame(simulate); </script> </body>
I need to close the IIFE and wrap the initialization code properly:
{"edits":[{"newText":" animate();\n }\n\n function main() {\n init();\n requestAnimationFrameSuccessfully replaced 1 block(s) in /tmp/job-pyd0kt/index.html.
{"action":"reload"}{"console":["warning: An iframe which has both allow-scripts and allow-same-origin for its sandbox attribute can escape its sandboxing.","warning: WebGL: INVALID_OPERATION: drawArrays: no buffer is bound to enabled attribute","warning: WebGL: INVALID_OPERATION: drawArrays: no buffer is bound to enabled attribute","warning: WebGL: INVALID_OPERATION: drawArrays: no buffer is bound to enabled attribute","warning: WebGL: INVALID_OPERATION: drawArrays: no buffer is bound to enabled attribute","warning: WebGL: INVALID_OPERATION: drawArrays: no buffer is bound to enabled attribute","warning: WebGL: INVALID_OPERATION: drawArrays: no buffer is bound to enabled attribute","warning: WebGL: INVALID_OPERATION: drawArrays: no buffer is bound to enabled attribute","warning: WebGL: INVALID_OPERATION: drawArrays: no buffer is bound to enabled attribute","warning: WebGL: INVALID_OPERATION: drawArrays: no buffer is bound to enabled attribute","warning: WebGL: INVALID_OPERATION: drawArrays: no buffer is bound to enabled attribute","warning: WebGL: INVALID_OPERATION: drawArrays: no buffer is bound to enabled attribute","warning: WebGL: INVALID_OPERATION: drawArrays: no buffer is bound to enabled attribute","warning: WebGL: INVALID_OPERATION: drawArrays: no buffer is bound to enabled attribute","warning: WebGL: INVALID_OPERATION: drawArrays: no buffer is bound to enabled attribute","warning: WebGL: INVALID_OPERATION: drawArrays: no buffer is bound to enabled attribute","warning: WebGL: INVALID_OPERATION: drawArrays: no buffer is bound to enabled attribute","warning: WebGL: INVALID_OPERATION: drawArrays: no buffer is bound to enabled attribute","warning: WebGL: INVALID_OPERATION: drawArrays: no buffer is bound to enabled attribute","warning: WebGL: INVALID_OPERATION: drawArrays: no buffer is bound to enabled attribute","warning: WebGL: INVALID_OPERATION: drawArrays: no buffer is bound to enabled attribute","warning: WebGL: INVALID_OPERATION: drawArrays: no buffer is bound to enabled attribute","warning: WebGL: INVALID_OPERATION: drawArrays: no buffer is bound to enabled attribute","warning: WebGL: INVALID_OPERATION: drawArrays: no buffer is bound to enabled attribute","warning: WebGL: INVALID_OPERATION: drawArrays: no buffer is bound to enabled attribute","warning: WebGL: INVALID_OPERATION: drawArrays: no buffer is bound to enabled attribute","warning: WebGL: INVALID_OPERATION: drawArrays: no buffer is bound to enabled attribute","warning: [.WebGL-0x2b540016de00]GL Driver Message (OpenGL, Performance, GL_CLOSE_PATH_NV, High): GPU stall due to ReadPixels","warning: WebGL: INVALID_OPERATION: drawArrays: no buffer is bound to enabled attribute","warning: WebGL: INVALID_OPERATION: drawArrays: no buffer is bound to enabled attribute","warning: WebGL: INVALID_OPERATION: drawArrays: no buffer is bound to enabled attribute","warning: WebGL: INVALID_OPERATION: drawArrays: no buffer is bound to enabled attribute","warning: WebGL: INVALID_OPERATION: drawArrays: no buffer is bound to enabled attribute","warning: WebGL: INVALID_OPERATION: drawArrays: no buffer is bound to enabled attribute","warning: WebGL: INVALID_OPERATION: drawArrays: no buffer is bound to enabled attribute","warning: WebGL: INVALID_OPERATION: drawArrays: no buffer is bound to enabled attribute","warning: WebGL: INVALID_OPERATION: drawArrays: no buffer is bound to enabled attribute","warning: WebGL: INVALID_OPERATION: drawArrays: no buffer is bound to enabled attribute","warning: WebGL: INVALID_OPERATION: drawArrays: no buffer is bound to enabled attribute","warning: WebGL: INVALID_OPERATION: drawArrays: no buffer is bound to enabled attribute","warning: WebGL: INVALID_OPERATION: drawArrays: no buffer is bound to enabled attribute","warning: WebGL: INVALID_OPERATION: drawArrays: no buffer is bound to enabled attribute","warning: WebGL: INVALID_OPERATION: drawArrays: no buffer is bound to enabled attribute","warning: WebGL: INVALID_OPERATION: drawArrays: no buffer is bound to enabled attribute","warning: WebGL: INVALID_OPERATION: drawArrays: no buffer is bound to enabled attribute","warning: WebGL: INVALID_OPERATION: drawArrays: no buffer is bound to enabled attribute","warning: WebGL: INVALID_OPERATION: drawArrays: no buffer is bound to enabled attribute","warning: WebGL: INVALID_OPERATION: drawArrays: no buffer is bound to enabled attribute","warning: WebGL: INVALID_OPERATION: drawArrays: no buffer is bound to enabled attribute","warning: WebGL: INVALID_OPERATION: drawArrays: no buffer is bound to enabled attribute","warning: WebGL: INVALID_OPERATION: drawArrays: no buffer is bound to enabled attribute","warning: WebGL: INVALID_OPERATION: drawArrays: no buffer is bound to enabled attribute","warning: WebGL: INVALID_OPERATION: drawArrays: no buffer is bound to enabled attribute","warning: WebGL: INVALID_OPERATION: drawArrays: no buffer is bound to enabled attribute"],"dom":"Dye Color\nDensity\nPause\nPause\n \nClear\nDrag to inject dye and create fluid flow\nSimulation: 200×150 (4×4 pixels)","images":"model does not support images"}
Good progress! The script is running now. The issue is the quad buffer isn't being bound when we use the program. I need to rebind the quad buffer in the render function. Let me check and fix the rendering:
{"command":"cd /tmp/job-pyd0kt && grep -n \"renderQuad\" index.html"}446: function renderQuad() { 486: renderQuad(); 504: renderQuad(); 520: renderQuad(); 532: renderQuad(); 544: renderQuad(); 560: renderQuad(); 576: renderQuad(); 593: renderQuad(); 608: renderQuad();
{"command":"cd /tmp/job-pyd0kt && sed -n '440,450p' index.html"}gl.bufferData(gl.ARRAY_BUFFER, new Float32Array([ -1, -1, 1, -1, -1, 1, -1, 1, 1, -1, 1, 1 ]), gl.STATIC_DRAW); // Render function renderQuad() { gl.drawArrays(gl.TRIANGLES, 0, 6); } // Simulation state
I see the issue - the quad buffer needs to be bound before drawing. Let me fix the renderQuad function:
{"edits":[{"newText":" // Render\n function renderQuad() {\n gl.bindBuffer(gl.ARRAY_BUFFER, quadBuffer);\n Successfully replaced 1 block(s) in /tmp/job-pyd0kt/index.html.
{"action":"reload"}{"console":["warning: An iframe which has both allow-scripts and allow-same-origin for its sandbox attribute can escape its sandboxing.","warning: WebGL: INVALID_OPERATION: drawArrays: no buffer is bound to enabled attribute","warning: WebGL: INVALID_OPERATION: drawArrays: no buffer is bound to enabled attribute","warning: WebGL: INVALID_OPERATION: drawArrays: no buffer is bound to enabled attribute","warning: WebGL: INVALID_OPERATION: drawArrays: no buffer is bound to enabled attribute","warning: WebGL: INVALID_OPERATION: drawArrays: no buffer is bound to enabled attribute","warning: WebGL: INVALID_OPERATION: drawArrays: no buffer is bound to enabled attribute","warning: WebGL: INVALID_OPERATION: drawArrays: no buffer is bound to enabled attribute","warning: WebGL: INVALID_OPERATION: drawArrays: no buffer is bound to enabled attribute","warning: WebGL: INVALID_OPERATION: drawArrays: no buffer is bound to enabled attribute","warning: WebGL: INVALID_OPERATION: drawArrays: no buffer is bound to enabled attribute","warning: WebGL: INVALID_OPERATION: drawArrays: no buffer is bound to enabled attribute","warning: WebGL: INVALID_OPERATION: drawArrays: no buffer is bound to enabled attribute","warning: WebGL: INVALID_OPERATION: drawArrays: no buffer is bound to enabled attribute","warning: WebGL: INVALID_OPERATION: drawArrays: no buffer is bound to enabled attribute","warning: WebGL: INVALID_OPERATION: drawArrays: no buffer is bound to enabled attribute","warning: WebGL: INVALID_OPERATION: drawArrays: no buffer is bound to enabled attribute","warning: WebGL: INVALID_OPERATION: drawArrays: no buffer is bound to enabled attribute","warning: WebGL: INVALID_OPERATION: drawArrays: no buffer is bound to enabled attribute","warning: WebGL: INVALID_OPERATION: drawArrays: no buffer is bound to enabled attribute","warning: WebGL: INVALID_OPERATION: drawArrays: no buffer is bound to enabled attribute","warning: WebGL: INVALID_OPERATION: drawArrays: no buffer is bound to enabled attribute","warning: WebGL: INVALID_OPERATION: drawArrays: no buffer is bound to enabled attribute","warning: WebGL: INVALID_OPERATION: drawArrays: no buffer is bound to enabled attribute","warning: WebGL: INVALID_OPERATION: drawArrays: no buffer is bound to enabled attribute","warning: WebGL: INVALID_OPERATION: drawArrays: no buffer is bound to enabled attribute","warning: WebGL: INVALID_OPERATION: drawArrays: no buffer is bound to enabled attribute","warning: [.WebGL-0x173400179e00]GL Driver Message (OpenGL, Performance, GL_CLOSE_PATH_NV, High): GPU stall due to ReadPixels","warning: WebGL: INVALID_OPERATION: drawArrays: no buffer is bound to enabled attribute","warning: WebGL: INVALID_OPERATION: drawArrays: no buffer is bound to enabled attribute","warning: WebGL: INVALID_OPERATION: drawArrays: no buffer is bound to enabled attribute","warning: WebGL: INVALID_OPERATION: drawArrays: no buffer is bound to enabled attribute","warning: WebGL: INVALID_OPERATION: drawArrays: no buffer is bound to enabled attribute","warning: WebGL: INVALID_OPERATION: drawArrays: no buffer is bound to enabled attribute","warning: WebGL: INVALID_OPERATION: drawArrays: no buffer is bound to enabled attribute","warning: WebGL: INVALID_OPERATION: drawArrays: no buffer is bound to enabled attribute","warning: WebGL: INVALID_OPERATION: drawArrays: no buffer is bound to enabled attribute","warning: WebGL: INVALID_OPERATION: drawArrays: no buffer is bound to enabled attribute","warning: WebGL: INVALID_OPERATION: drawArrays: no buffer is bound to enabled attribute","warning: WebGL: INVALID_OPERATION: drawArrays: no buffer is bound to enabled attribute","warning: WebGL: INVALID_OPERATION: drawArrays: no buffer is bound to enabled attribute","warning: WebGL: INVALID_OPERATION: drawArrays: no buffer is bound to enabled attribute","warning: WebGL: INVALID_OPERATION: drawArrays: no buffer is bound to enabled attribute","warning: WebGL: INVALID_OPERATION: drawArrays: no buffer is bound to enabled attribute","warning: WebGL: INVALID_OPERATION: drawArrays: no buffer is bound to enabled attribute","warning: WebGL: INVALID_OPERATION: drawArrays: no buffer is bound to enabled attribute","warning: WebGL: INVALID_OPERATION: drawArrays: no buffer is bound to enabled attribute","warning: WebGL: INVALID_OPERATION: drawArrays: no buffer is bound to enabled attribute","warning: WebGL: INVALID_OPERATION: drawArrays: no buffer is bound to enabled attribute","warning: WebGL: INVALID_OPERATION: drawArrays: no buffer is bound to enabled attribute","warning: WebGL: INVALID_OPERATION: drawArrays: no buffer is bound to enabled attribute","warning: WebGL: INVALID_OPERATION: drawArrays: no buffer is bound to enabled attribute","warning: WebGL: INVALID_OPERATION: drawArrays: no buffer is bound to enabled attribute","warning: WebGL: INVALID_OPERATION: drawArrays: no buffer is bound to enabled attribute","warning: WebGL: INVALID_OPERATION: drawArrays: no buffer is bound to enabled attribute","warning: WebGL: INVALID_OPERATION: drawArrays: no buffer is bound to enabled attribute","warning: WebGL: INVALID_OPERATION: drawArrays: no buffer is bound to enabled attribute","warning: WebGL: INVALID_OPERATION: drawArrays: no buffer is bound to enabled attribute","warning: WebGL: INVALID_OPERATION: drawArrays: no buffer is bound to enabled attribute","warning: WebGL: INVALID_OPERATION: drawArrays: no buffer is bound to enabled attribute","warning: WebGL: INVALID_OPERATION: drawArrays: no buffer is bound to enabled attribute","warning: WebGL: INVALID_OPERATION: drawArrays: no buffer is bound to enabled attribute","warning: WebGL: INVALID_OPERATION: drawArrays: no buffer is bound to enabled attribute","warning: WebGL: INVALID_OPERATION: drawArrays: no buffer is bound to enabled attribute","warning: WebGL: INVALID_OPERATION: drawArrays: no buffer is bound to enabled attribute","warning: WebGL: INVALID_OPERATION: drawArrays: no buffer is bound to enabled attribute","warning: WebGL: INVALID_OPERATION: drawArrays: no buffer is bound to enabled attribute","warning: WebGL: INVALID_OPERATION: drawArrays: no buffer is bound to enabled attribute","warning: WebGL: INVALID_OPERATION: drawArrays: no buffer is bound to enabled attribute","warning: WebGL: INVALID_OPERATION: drawArrays: no buffer is bound to enabled attribute","warning: WebGL: INVALID_OPERATION: drawArrays: no buffer is bound to enabled attribute","warning: WebGL: INVALID_OPERATION: drawArrays: no buffer is bound to enabled attribute","warning: WebGL: INVALID_OPERATION: drawArrays: no buffer is bound to enabled attribute","warning: WebGL: INVALID_OPERATION: drawArrays: no buffer is bound to enabled attribute","warning: WebGL: INVALID_OPERATION: drawArrays: no buffer is bound to enabled attribute","warning: WebGL: INVALID_OPERATION: drawArrays: no buffer is bound to enabled attribute","warning: WebGL: INVALID_OPERATION: drawArrays: no buffer is bound to enabled attribute","warning: WebGL: INVALID_OPERATION: drawArrays: no buffer is bound to enabled attribute","warning: WebGL: INVALID_OPERATION: drawArrays: no buffer is bound to enabled attribute","warning: WebGL: INVALID_OPERATION: drawArrays: no buffer is bound to enabled attribute","warning: WebGL: INVALID_OPERATION: drawArrays: no buffer is bound to enabled attribute","warning: WebGL: INVALID_OPERATION: drawArrays: no buffer is bound to enabled attribute","warning: WebGL: INVALID_OPERATION: drawArrays: no buffer is bound to enabled attribute","warning: WebGL: INVALID_OPERATION: drawArrays: no buffer is bound to enabled attribute","warning: WebGL: INVALID_OPERATION: drawArrays: no buffer is bound to enabled attribute","warning: WebGL: INVALID_OPERATION: drawArrays: no buffer is bound to enabled attribute","warning: WebGL: INVALID_OPERATION: drawArrays: no buffer is bound to enabled attribute","warning: WebGL: INVALID_OPERATION: drawArrays: no buffer is bound to enabled attribute","warning: WebGL: INVALID_OPERATION: drawArrays: no buffer is bound to enabled attribute","warning: WebGL: INVALID_OPERATION: drawArrays: no buffer is bound to enabled attribute","warning: WebGL: INVALID_OPERATION: drawArrays: no buffer is bound to enabled attribute","warning: WebGL: INVALID_OPERATION: drawArrays: no buffer is bound to enabled attribute","warning: WebGL: INVALID_OPERATION: drawArrays: no buffer is bound to enabled attribute","warning: WebGL: INVALID_OPERATION: drawArrays: no buffer is bound to enabled attribute","warning: WebGL: INVALID_OPERATION: drawArrays: no buffer is bound to enabled attribute","warning: WebGL: INVALID_OPERATION: drawArrays: no buffer is bound to enabled attribute","warning: WebGL: INVALID_OPERATION: drawArrays: no buffer is bound to enabled attribute","warning: WebGL: INVALID_OPERATION: drawArrays: no buffer is bound to enabled attribute","warning: WebGL: INVALID_OPERATION: drawArrays: no buffer is bound to enabled attribute","warning: WebGL: INVALID_OPERATION: drawArrays: no buffer is bound to enabled attribute"],"dom":"Dye Color\nDensity\nPause\nPause\n \nClear\nDrag to inject dye and create fluid flow\nSimulation: 200×150 (4×4 pixels)","images":"model does not support images"}
The issue persists. The problem is that when we call `gl.useProgram()`, it might be resetting the attribute bindings. Let me fix this by binding the buffer after using the program:
{"edits":[{"newText":" // Render\n function renderQuad() {\n gl.bindBuffer(gl.ARRAY_BUFFER, quadBuffer);\n Successfully replaced 1 block(s) in /tmp/job-pyd0kt/index.html.
{"action":"reload"}{"console":["warning: An iframe which has both allow-scripts and allow-same-origin for its sandbox attribute can escape its sandboxing.","warning: [.WebGL-0x2f1c00179e00] GL_INVALID_OPERATION: glDrawArrays: Feedback loop formed between Framebuffer and active Texture.","warning: [.WebGL-0x2f1c00179e00] GL_INVALID_OPERATION: glDrawArrays: Feedback loop formed between Framebuffer and active Texture.","warning: [.WebGL-0x2f1c00179e00]GL Driver Message (OpenGL, Performance, GL_CLOSE_PATH_NV, High): GPU stall due to ReadPixels","warning: [.WebGL-0x2f1c00179e00] GL_INVALID_OPERATION: glDrawArrays: Feedback loop formed between Framebuffer and active Texture.","warning: [.WebGL-0x2f1c00179e00] GL_INVALID_OPERATION: glDrawArrays: Feedback loop formed between Framebuffer and active Texture.","warning: [.WebGL-0x2f1c00179e00] GL_INVALID_OPERATION: glDrawArrays: Feedback loop formed between Framebuffer and active Texture.","warning: [.WebGL-0x2f1c00179e00]GL Driver Message (OpenGL, Performance, GL_CLOSE_PATH_NV, High): GPU stall due to ReadPixels","warning: [.WebGL-0x2f1c00179e00] GL_INVALID_OPERATION: glDrawArrays: Feedback loop formed between Framebuffer and active Texture."],"dom":"Dye Color\nDensity\nPause\nPause\n \nClear\nDrag to inject dye and create fluid flow\nSimulation: 200×150 (4×4 pixels)","images":"model does not support images"}
Now we have a feedback loop issue - reading from and writing to the same texture. I need to ensure the textures aren't bound as both input and output. Let me rewrite this with a simpler approach using ping-pong buffering correctly:
/tmp/job-pyd0kt/index.html (35833 bytes)Successfully wrote to /tmp/job-pyd0kt/index.html
{"action":"reload"}{"console":["warning: An iframe which has both allow-scripts and allow-same-origin for its sandbox attribute can escape its sandboxing.","warning: [.WebGL-0x36c400179e00] GL_INVALID_OPERATION: glDrawArrays: Feedback loop formed between Framebuffer and active Texture.","warning: [.WebGL-0x36c400179e00] GL_INVALID_OPERATION: glDrawArrays: Feedback loop formed between Framebuffer and active Texture.","warning: [.WebGL-0x36c400179e00]GL Driver Message (OpenGL, Performance, GL_CLOSE_PATH_NV, High): GPU stall due to ReadPixels","warning: [.WebGL-0x36c400179e00] GL_INVALID_OPERATION: glDrawArrays: Feedback loop formed between Framebuffer and active Texture.","warning: [.WebGL-0x36c400179e00] GL_INVALID_OPERATION: glDrawArrays: Feedback loop formed between Framebuffer and active Texture.","warning: [.WebGL-0x36c400179e00] GL_INVALID_OPERATION: glDrawArrays: Feedback loop formed between Framebuffer and active Texture.","warning: [.WebGL-0x36c400179e00]GL Driver Message (OpenGL, Performance, GL_CLOSE_PATH_NV, High): GPU stall due to ReadPixels"],"dom":"Dye Color\nDensity\nPause\nPause\n \nClear\nDrag to inject dye and create fluid flow\nSimulation: 200×150 (4×4 pixels)","images":"model does not support images"}
The feedback loop issue persists. The problem is that when rendering to a framebuffer, we can't read from the same texture we're writing to. Let me check which operations are causing this. The advection shader reads from `u_source` but we're also rendering to the same texture. I need to ensure proper ping-pong buffering and not read from the target texture. Let me check and fix the advection call:
{"command":"cd /tmp/job-pyd0kt && sed -n '168,185p' index.html"}v_texCoord = a_position * 0.5 + 0.5; gl_Position = vec4(a_position, 0.0, 1.0); } `; const fragmentShaders = { advection: ` precision highp float; uniform sampler2D u_velocity; uniform sampler2D u_source; uniform vec2 u_texelSize; uniform float u_dt; uniform float u_dissipation; varying vec2 v_texCoord; void main() { vec2 coord = v_texCoord; vec2 velocity = texture2D(u_velocity, coord).xy; vec2 pos = coord - velocity * u_dt * u_texelSize;
{"command":"cd /tmp/job-pyd0kt && sed -n '265,280p' index.html"}float L = texture2D(u_pressure, v_texCoord - vec2(texel.x, 0.0)).x; float R = texture2D(u_pressure, v_texCoord + vec2(texel.x, 0.0)).x; float T = texture2D(u_pressure, v_texCoord + vec2(0.0, texel.y)).x; float B = texture2D(u_pressure, v_texCoord - vec2(0.0, texel.y)).x; vec2 velocity = texture2D(u_velocity, v_texCoord).xy; velocity.x -= 0.5 * (R - L); velocity.y -= 0.5 * (T - B); gl_FragColor = vec4(velocity, 0.0, 1.0); } `, visualization: ` precision highp float; uniform sampler2D u_dye; uniform sampler2D u_velocity; uniform float u_velocityScale; varying vec2 v_texCoord;
The feedback loop happens in the advection step where we read from velocity[0] and write to velocity[1], but velocity[1] might be bound when we set the texture. Actually, I think the issue is that in the advection shader, we read from `u_source` which is bound to the same texture that we're writing to in some cases. Let me trace through the code more carefully. Actually, looking at the code, when rendering velocity advection, we bind `buffers.velocity[1].framebuffer` and set texture 0 to `buffers.velocity[0].texture` (u_velocity) and texture 1 to `buffers.velocity[0].texture` (u_source). This should be fine since we're writing to a different texture. But wait - the gradient subtraction at the end reads from velocity[currentVelocity] and writes to velocity[currentVelocity]. Let me check:
{"command":"cd /tmp/job-pyd0kt && sed -n '332,350p' index.html"}visualization: createProgram(gl, vertexShaderSource, fragmentShaders.visualization) }; function createTexture(width, height) { const texture = gl.createTexture(); gl.bindTexture(gl.TEXTURE_2D, texture); gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR); gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR); gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE); gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE); const data = new Uint8Array(width * height * 4); gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, width, height, 0, gl.RGBA, gl.UNSIGNED_BYTE, data); return texture; } function createFramebuffer(width, height) { const texture = createTexture(width, height); const framebuffer = gl.createFramebuffer(); gl.bindFramebuffer(gl.FRAMEBUFFER, framebuffer);
{"command":"cd /tmp/job-pyd0kt && sed -n '393,415p' index.html"}let injection = { active: false, x: 0, y: 0, dx: 0, dy: 0 }; initBuffers(); lastTime = performance.now(); function simulate() { if (!isPaused) { const now = performance.now(); const dt = Math.min((now - lastTime) / 1000, 0.05); lastTime = now; const texelSize = [1.0 / SIMULATION_WIDTH, 1.0 / SIMULATION_HEIGHT]; // Velocity advection - read from velocity[0], write to velocity[1] gl.bindFramebuffer(gl.FRAMEBUFFER, buffers.velocity[1].framebuffer); gl.useProgram(programs.advection); gl.uniform2f(gl.getUniformLocation(programs.advection, 'u_texelSize'), texelSize[0], texelSize[1]); gl.uniform1f(gl.getUniformLocation(programs.advection, 'u_dt'), dt); gl.uniform1f(gl.getUniformLocation(programs.advection, 'u_dissipation'), VELOCITY_DECAY); gl.activeTexture(gl.TEXTURE0); gl.bindTexture(gl.TEXTURE_2D, buffers.velocity[0].texture); gl.uniform1i(gl.getUniformLocation(programs.advection, 'u_velocity'), 0); gl.activeTexture(gl.TEXTURE1);
I see the issue now! After we swap `currentVelocity = 1 - currentVelocity`, we're writing to velocity[0] but then later we try to read from velocity[currentVelocity] which is now velocity[0]. The issue is in the pressure solving and gradient subtraction. Let me trace through: 1. Initial: currentVelocity = 0, so we write to velocity[1], then set currentVelocity = 1 2. After advection: currentVelocity = 1 (correct) 3. But in gradient subtraction, we write to velocity[currentVelocity] = velocity[1], but the previous step wrote to velocity[1] and then set currentVelocity = 1 Actually, wait - the feedback loop message suggests we're reading from a texture that's attached to the current framebuffer. Let me check the gradient subtraction step:
{"command":"cd /tmp/job-pyd0kt && sed -n '453,475p' index.html"}gl.uniform1f(gl.getUniformLocation(programs.velocityInjection, 'u_radius'), 0.03); gl.activeTexture(gl.TEXTURE0); gl.bindTexture(gl.TEXTURE_2D, buffers.velocity[currentVelocity].texture); gl.uniform1i(gl.getUniformLocation(programs.velocityInjection, 'u_velocity'), 0); renderQuad(); } // Divergence gl.bindFramebuffer(gl.FRAMEBUFFER, buffers.divergence.framebuffer); gl.useProgram(programs.divergence); gl.uniform2f(gl.getUniformLocation(programs.divergence, 'u_texelSize'), texelSize[0], texelSize[1]); gl.activeTexture(gl.TEXTURE0); gl.bindTexture(gl.TEXTURE_2D, buffers.velocity[currentVelocity].texture); gl.uniform1i(gl.getUniformLocation(programs.divergence, 'u_velocity'), 0); renderQuad(); // Pressure solving with ping-pong let currentPressure = 0; gl.bindFramebuffer(gl.FRAMEBUFFER, buffers.pressure[currentPressure].framebuffer); gl.useProgram(programs.pressure); gl.uniform2f(gl.getUniformLocation(programs.pressure, 'u_texelSize'), texelSize[0], texelSize[1]); gl.activeTexture(gl.TEXTURE0); gl.bindTexture(gl.TEXTURE_2D, buffers.pressure[currentPressure].texture);
{"command":"cd /tmp/job-pyd0kt && sed -n '495,520p' index.html"}} // Gradient subtraction gl.bindFramebuffer(gl.FRAMEBUFFER, buffers.velocity[currentVelocity].framebuffer); gl.useProgram(programs.gradientSubtract); gl.uniform2f(gl.getUniformLocation(programs.gradientSubtract, 'u_texelSize'), texelSize[0], texelSize[1]); gl.activeTexture(gl.TEXTURE0); gl.bindTexture(gl.TEXTURE_2D, buffers.velocity[currentVelocity].texture); gl.uniform1i(gl.getUniformLocation(programs.gradientSubtract, 'u_velocity'), 0); gl.activeTexture(gl.TEXTURE1); gl.bindTexture(gl.TEXTURE_2D, buffers.pressure[currentPressure].texture); gl.uniform1i(gl.getUniformLocation(programs.gradientSubtract, 'u_pressure'), 1); renderQuad(); // Visualization - draw to screen gl.bindFramebuffer(gl.FRAMEBUFFER, null); gl.useProgram(programs.visualization); gl.uniform1f(gl.getUniformLocation(programs.visualization, 'u_velocityScale'), 0.1); gl.activeTexture(gl.TEXTURE0); gl.bindTexture(gl.TEXTURE_2D, buffers.dye[currentDye].texture); gl.uniform1i(gl.getUniformLocation(programs.visualization, 'u_dye'), 0); gl.activeTexture(gl.TEXTURE1); gl.bindTexture(gl.TEXTURE_2D, buffers.velocity[currentVelocity].texture); gl.uniform1i(gl.getUniformLocation(programs.visualization, 'u_velocity'), 1); renderQuad(); }
Found the issue! At line 497, we bind `buffers.velocity[currentVelocity].framebuffer` and at line 502, we bind `buffers.velocity[currentVelocity].texture` to texture unit 0. This creates a feedback loop because we're reading from and writing to the same texture. The gradient subtraction should read from velocity[currentVelocity] but write to a different buffer. Let me trace back: - After advection, currentVelocity = 1 (we wrote to velocity[1]) - Then we do divergence, pressure solve - Then gradient subtraction: we want to subtract pressure gradient from velocity The issue is we need to write to a different buffer than we're reading from. Let me fix this by using a temporary buffer or restructuring:
{"edits":[{"newText":" // Pressure solving with ping-pong\n let currentPressure = 0;\n Successfully replaced 1 block(s) in /tmp/job-pyd0kt/index.html.
{"action":"reload"}{"console":["warning: An iframe which has both allow-scripts and allow-same-origin for its sandbox attribute can escape its sandboxing.","warning: [.WebGL-0x23c00179e00] GL_INVALID_OPERATION: glDrawArrays: Feedback loop formed between Framebuffer and active Texture.","warning: [.WebGL-0x23c00179e00]GL Driver Message (OpenGL, Performance, GL_CLOSE_PATH_NV, High): GPU stall due to ReadPixels","warning: [.WebGL-0x23c00179e00] GL_INVALID_OPERATION: glDrawArrays: Feedback loop formed between Framebuffer and active Texture.","warning: [.WebGL-0x23c00179e00] GL_INVALID_OPERATION: glDrawArrays: Feedback loop formed between Framebuffer and active Texture.","warning: [.WebGL-0x23c00179e00]GL Driver Message (OpenGL, Performance, GL_CLOSE_PATH_NV, High): GPU stall due to ReadPixels"],"dom":"Dye Color\nDensity\nPause\nPause\n \nClear\nDrag to inject dye and create fluid flow\nSimulation: 200×150 (4×4 pixels)","images":"model does not support images"}
Still an issue. The problem is that after swapping, the buffers array has the wrong references. Let me take a different approach - use explicit temporary variables:
{"command":"cd /tmp/job-pyd0kt && sed -n '280,320p' index.html"}varying vec2 v_texCoord; void main() { vec4 dye = texture2D(u_dye, v_texCoord); vec4 velocity = texture2D(u_velocity, v_texCoord); float speed = length(velocity.xy); float velocityVis = min(speed * u_velocityScale, 1.0); vec3 color = dye.rgb; color = pow(color, vec3(1.2)); color *= (1.0 - velocityVis * 0.3); float brightness = (color.r + color.g + color.b) / 3.0; color += velocityVis * 0.1; gl_FragColor = vec4(color, 1.0); } ` }; function createShader(gl, type, source) { const shader = gl.createShader(type); gl.shaderSource(shader, source); gl.compileShader(shader); if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) { console.error(gl.getShaderInfoLog(shader)); gl.deleteShader(shader); return null; } return shader; } function createProgram(gl, vertexSource, fragmentSource) { const vertexShader = createShader(gl, gl.VERTEX_SHADER, vertexSource); const fragmentShader = createShader(gl, gl.FRAGMENT_SHADER, fragmentSource); if (!vertexShader || !fragmentShader) return null; const program = gl.createProgram(); gl.attachShader(program, vertexShader); gl.attachShader(program, fragmentShader); gl.linkProgram(program); if (!gl.getProgramParameter(program, gl.LINK_STATUS)) { console.error(gl.getProgramInfoLog(program)); return null;
Let me rewrite the simulate function to properly manage the ping-pong buffers:
{"edits":[{"newText":" let currentDye = 0;\n let currentVelocity = 0;\n let currentPressure = 0;\n Successfully replaced 1 block(s) in /tmp/job-pyd0kt/index.html.
{"action":"reload"}{"console":["warning: An iframe which has both allow-scripts and allow-same-origin for its sandbox attribute can escape its sandboxing.","warning: [.WebGL-0x2400179e00] GL_INVALID_OPERATION: glDrawArrays: Feedback loop formed between Framebuffer and active Texture.","warning: [.WebGL-0x2400179e00]GL Driver Message (OpenGL, Performance, GL_CLOSE_PATH_NV, High): GPU stall due to ReadPixels","warning: [.WebGL-0x2400179e00] GL_INVALID_OPERATION: glDrawArrays: Feedback loop formed between Framebuffer and active Texture.","warning: [.WebGL-0x2400179e00]GL Driver Message (OpenGL, Performance, GL_CLOSE_PATH_NV, High): GPU stall due to ReadPixels"],"dom":"Dye Color\nDensity\nPause\nPause\n \nClear\nDrag to inject dye and create fluid flow\nSimulation: 200×150 (4×4 pixels)","images":"model does not support images"}
Still having issues. Let me try a completely different approach - use a simpler simulation that doesn't require complex ping-pong buffering. I'll use a grid-based approach with simpler fluid dynamics:
{"command":"cd /tmp/job-pyd0kt && grep -n \"feedback loop\" index.html"}(no output) Command exited with code 1
The problem is still the feedback loop. Let me check if it's the gradient subtraction or another part. Actually, looking at the pressure solve loop, after it completes, `buffers.pressure[0]` is the final solution. Then when we do gradient subtraction, we're trying to write to `buffers.velocity[0]` (temp) while reading from `buffers.velocity[1]` and `buffers.pressure[0]`. But wait - the error might be coming from a different source. Let me simplify even further - I'll use a purely particle-based approach with fluid-like behavior that's easier to implement:
/tmp/job-pyd0kt/index.html (37753 bytes)Successfully wrote to /tmp/job-pyd0kt/index.html
10 minutes have elapsed. At most 5 minutes remain. Finalize the output as soon as possible: save index.html now, fix only essential issues, and finish.
Let me check if the simulation is working now and fix any critical issues:
{"command":"cd /tmp/job-pyd0kt && head -50 index.html"}<!DOCTYPE html> <html lang="en"> <head> <meta charset="UTF-8"> <meta name="viewport" content="width=device-width, initial-scale=1.0"> <title>Interactive 2D Fluid & Dye Simulation</title> <style> * { margin: 0; padding: 0; box-sizing: border-box; } body { overflow: hidden; background: #111; font-family: 'Segoe UI', Tahoma, Geneva, Verdana, sans-serif; } #canvas-container { position: relative; width: 100vw; height: 100vh; } canvas { display: block; width: 100%; height: 100%; } #controls { position: absolute; top: 10px; left: 10px; background: rgba(0, 0, 0, 0.85); padding: 15px; border-radius: 8px; color: white; display: flex; gap: 15px; align-items: center; backdrop-filter: blur(5px); border: 1px solid #333; box-shadow: 0 4px 15px rgba(0, 0, 0, 0.5); } .control-group { display: flex; flex-direction: column; gap: 5px; } label { font-size: 12px; color: #aaa; } button { background: #4a90d9; color: white; border: none; padding: 8px 16px; border-radius: 4px; cursor: pointer; font-size: 14px; transition: background 0.2s; } button:hover { background: #5aa0e9; } button.active { background: #d94a4a; } input[type="color"] { width: 50px; height: 35px; border: none; cursor: pointer; background: none; } .instructions { position: absolute; bottom: 10px; left: 10px; color: rgba(255, 255, 255, 0.7); font-size: 13px; pointer-events: none; } #resolution-display { position: absolute; top: 10px; right: 10px; color: rgba(255, 255, 255, 0.5); font-size: 12px; } </style> </head> <body> <div id="canvas-container"> <canvas id="simulation"></canvas> <div id="controls"> <div class="control-group"><label for="color-picker">Dye Color</label><input type="color" id="color-picker" value="#00ffcc"></div> <div class="control-group"><label>Density</label><input type="range" id="density" min="1" max="10" value="5"></div> <div class="control-group"><label for="pause-btn">Pause</label><button id="pause-btn">Pause</button></div> <div class="control-group"><label> </label><button id="clear-btn" style="background: #d94a4a;">Clear</button></div> </div> <div class="instructions">Drag to inject dye and create fluid flow</div> <div id="resolution-display">Simulation: Grid-based Fluid (200×150)</div> </div> <script> (function() { const GRID_W = 100; const GRID_H = 75; const SCALE = 12; const DT = 0.16; const VISCOSITY = 0.0001;
{"command":"cd /tmp/job-pyd0kt && wc -l index.html"}725 index.html
{"command":"cd /tmp/job-pyd0kt && tail -20 index.html"}x: 600 + (Math.random() - 0.5) * 200, y: 400 + (Math.random() - 0.5) * 200, vx: (Math.random() - 0.5) * 2, vy: (Math.random() - 0.5) * 2, color: `hsl(${Math.random() * 360}, 80%, 60%)`, size: 2 + Math.random() * 3, life: 1.0 }); } }); animate(); } init(); requestAnimationFrame(simulate); })(); </script> </body> </html>
/tmp/job-pyd0kt/index.html (37011 bytes)Successfully wrote to /tmp/job-pyd0kt/index.html
{"action":"reload"}{"console":["warning: An iframe which has both allow-scripts and allow-same-origin for its sandbox attribute can escape its sandboxing.","warning: [.WebGL-0x2da400151e00] GL_INVALID_OPERATION: glDrawArrays: Feedback loop formed between Framebuffer and active Texture.","warning: [.WebGL-0x2da400151e00]GL Driver Message (OpenGL, Performance, GL_CLOSE_PATH_NV, High): GPU stall due to ReadPixels","warning: [.WebGL-0x2da400151e00] GL_INVALID_OPERATION: glDrawArrays: Feedback loop formed between Framebuffer and active Texture.","warning: [.WebGL-0x2da400151e00]GL Driver Message (OpenGL, Performance, GL_CLOSE_PATH_NV, High): GPU stall due to ReadPixels"],"dom":"Dye Color\nDensity\nPause\nPause\n \nClear\nDrag to inject dye and create fluid flow\nSimulation: Grid-based Fluid (100×75)","images":"model does not support images"}
The feedback loop persists. Let me try a different approach - I'll use the Canvas 2D fallback which is already implemented but ensure the initialization code is correct. First let me check if the fallback path is being taken:
{"command":"cd /tmp/job-pyd0kt && sed -n '70,75p' index.html"}} `; const fragmentShaders = { advection: ` precision highp float;