Fluid simulation with Turing patterns (sort of)

This demo is built on the Reaction-Diffusion template from the WebGL playground and Evgeny Demidov's fluid simulation.
Anyway, this implementation does not use the OpenGL extension OES_TEXTURE_FLOAT. Instead a 16bit "minifloat" buffer is used here.
The extension might still be a good start for optimization!
To be correct these aren't real "Turing patterns", though the dots are quite characteristic. What you see is actually the simpler kind of one-component Reaction-Diffusion equations.
The skin dot synthesis' native texture resolution is 1024x512 and the fluid simulation uses 512x256 cells. WebGL GPGPU, here ya go!

If you like the demo don't forget to follow me on Twitter ;).

(A simpler version is here to find)

Protip: doubleclick anywhere to hide this description box. ;)