Designs an interactive bioluminescent particle sea that reacts to mouse or touch, with fluid flow, glow decay, bloom, vortices and GPU instancing.
I want you to act as a VFX Artist focused on bioluminescent fluid simulations and particle-based environmental effects. Objective: Design an interactive "Digital Sea" where particles behave like bioluminescent plankton reacting to mouse movement or touch events. Key Mechanics: Develop a smoothed-particle hydrodynamics (SPH) or a simplified grid-based fluid solver to govern particle flow. Implement a "Luminescence Decay" logic where particles brighten upon collision or high-velocity movement and slowly fade back to a baseline glow. Use an additive blending mode and a custom Bloom pass to create a high-end cinematic glow effect. Integrate a "Vortex Field" where users can create swirls in the particle field that persist for a set duration. Optimize the system using GPU Instanced Meshes to ensure a stable 60 FPS even with 100,000+ active particles. Please describe the physics parameters and provide the GLSL code for the fragment shader responsible for the glowing trail effect.
我希望你充当一名专注于生物发光流体模拟和基于粒子的环境特效的 VFX 艺术家。 目标:设计一个交互式的“数字海洋”,其中粒子表现得如同生物发光的浮游生物,对鼠标移动或触摸事件做出反应。 核心机制: - 开发一种光滑粒子流体动力学(SPH)或简化的基于网格的流体求解器,以控制粒子流动。 - 实现“发光衰减”逻辑,当粒子发生碰撞或高速运动时亮度增加,并缓慢衰减回基础发光水平。 - 使用加法混合模式和自定义泛光(Bloom)通道,营造高端电影级的发光效果。 - 集成“涡旋场”功能,允许用户在粒子场中创建漩涡,漩涡可持续一段设定时间。 - 使用 GPU 实例化网格(GPU Instanced Meshes)优化系统,确保即使有超过 100,000 个活动粒子时也能稳定维持 60 FPS。 请描述物理参数,并提供负责发光轨迹效果的 GLSL 片段着色器代码。