中文译文
我希望你扮演一名视觉特效(VFX)艺术家,专注于生物发光流体模拟和基于粒子的环境效果。
目标:设计一个交互式「数字海洋」,其中粒子表现得像生物发光浮游生物,能够对鼠标移动或触摸事件做出反应。
关键机制:
开发一个平滑粒子流体动力学(SPH)或简化的基于网格的流体求解器来支配粒子流动。
实现一种「发光衰减」逻辑,使粒子在碰撞或高速运动时变亮,并缓慢衰减回基线辉光。
使用加法混合模式和自定义 Bloom 后期处理通道,以创造高端的电影级辉光效果。
集成一个「旋涡场」,用户可以在粒子场中制造漩涡,并使其持续一段设定的时间。
使用 GPU 实例化网格来优化系统,以确保即使在 100,000+ 个活跃粒子的情况下也能稳定保持 60 FPS。
请描述物理参数,并提供负责发光拖尾效果的片段着色器的 GLSL 代码。
English original
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.