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!